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<strong>Manual</strong>


Accepting new Religion 57<br />

Active Spy 53<br />

Admiral 27<br />

Age 21<br />

Age of Discoveries 47<br />

Age of Enlightment 47<br />

Agreements 50<br />

Alliance Pact 51<br />

Archery Master 27<br />

Army 34<br />

Army Commands 36<br />

Army Morale 19<br />

Arrange Annexation<br />

(Merchant) 54<br />

Arrogant 50<br />

Assassinate King (Spy idle) 54<br />

Assassinate Royal Family<br />

(Spy idle) 54<br />

Attack 36<br />

At peace 52<br />

At war 52<br />

Ballistics 27<br />

Banner 59<br />

Bannockburn (1314 AD) 61<br />

Battles 37<br />

Battle Bonus 19<br />

Battle Information 19<br />

Battle Types 37<br />

Battle View 12<br />

Battle View 19<br />

Battle View 63<br />

Being Vassal 52<br />

Black Sea Studios 81<br />

Board Ship 37<br />

Books 44<br />

Builder 30<br />

Build Ship 37<br />

Camp 36<br />

Camp Assault 39<br />

Capturing 55<br />

Catholic 55<br />

Cavalry Master 27<br />

Changing team 60<br />

Chat 60<br />

Claiming the Title of Ultimate<br />

Emperor of Europe 10<br />

Claim Independency (Builder,<br />

Landlord, Merchant, Cleric<br />

governing) 54<br />

Cleric 29<br />

Coastal Villages 46<br />

Commands 20<br />

Conqueror 27<br />

CONTROLS 63<br />

Conversion 57<br />

Counter-espionage 55<br />

4<br />

Crop Rotation 47<br />

Crown 59<br />

Crusader Armies 42<br />

Declare War (Puppet King) 55<br />

Definition 40<br />

Differences 58<br />

Diplomacy 32, 48<br />

Diplomatic Actions 52<br />

Diplomatic Assets 51<br />

Divert Crusade (Marshal who is<br />

Crusader) 55<br />

Dread 26<br />

Economic Information 21<br />

Economy 32, 42<br />

Election 10<br />

Endurance 28<br />

Enforcer 27<br />

Engineering 27<br />

Espionage 32, 53<br />

Excommunicate (Cleric who is<br />

Pope) 54<br />

Exile / Call back a Knight 25<br />

Existing Alliance Pact 52<br />

Existing Pact of<br />

Non-Aggression 52<br />

Existing Trade Agreement 52<br />

Exotic Goods 48<br />

Expansionist 50<br />

Expense 43<br />

Experience 25, 29, 35<br />

Factors 40<br />

Fanatic 28<br />

Farms 45<br />

Filters 23<br />

Fist 28<br />

Food 44<br />

Food Wagon 35<br />

Formations 40<br />

Formation Commands 20<br />

Fortified Camp Assault 39<br />

Fortify 36<br />

Game Synopsis 9<br />

Game World 11<br />

General Introduction 9<br />

Giving Orders 25<br />

Glorious Conquest 47<br />

Gold 42, 51<br />

Governing 26<br />

Governing a Province 46<br />

Grand Cathedral 47<br />

Grand Fortress 47<br />

Grateful 49<br />

Greedy 49<br />

Hand over Crown<br />

(Puppetking) 55<br />

Hand over Town (Builder,<br />

Landlord, Merchant, Cleric<br />

governing) 54<br />

Happiness and Revolt Risk 45<br />

Hastings (1066 AD) 61<br />

Hattin (1187 AD) 61<br />

Healer 27<br />

Hiring a knight 24<br />

Historical Battles 61<br />

Honourable 49<br />

How To Build An Empire 31<br />

Income 43<br />

Infiltration 53<br />

Inflation 43<br />

Information Filters 20<br />

Installing the Game 7<br />

Instigate Army Revolt<br />

(Marshal) 54<br />

Interface 13<br />

Invade (Marshal who is rebel) 55<br />

Joining an existing game 58<br />

Jousting 28<br />

King 31<br />

Kingdom Advantages 18, 46<br />

Kingdom Banner 24<br />

Kingdom Information 21<br />

Kingdom Power 17, 44<br />

Kingdom Rankings 18<br />

Kingdom Treasury 17, 42<br />

Kingdom Wealth 18<br />

King of Towers 62<br />

King Personalities 49<br />

King Talents 32<br />

Knight Concept 24<br />

Knight States 25<br />

Lake Peipus (1242 AD) 61<br />

Land 37, 51<br />

Landlord 29<br />

Leadership 26<br />

Learning 27<br />

Learn to Play 16<br />

Lechfeld (955 AD) 61<br />

Line Formation 40<br />

Log 17<br />

Logistics 28<br />

Losing 11<br />

Loyalists 41<br />

Main Menu 13<br />

Manoeuvre 28<br />

March 36<br />

Marshal 19, 26<br />

Marshal Experience 26<br />

Marshal Skills 19, 26<br />

Menu 17<br />

Mercenaries 42<br />

Merchant 29


Militarist 49<br />

Military Units 74<br />

Minimap 18<br />

Minimum Configuration 6<br />

Monasteries / Mosques 45<br />

Morale 40<br />

Multiplayer 58<br />

Multiplayer Modes 60<br />

Muslim 56<br />

Narrow formation 41<br />

Nasty Gossip (Spy) 54<br />

Night Stalker 28<br />

Nikopolis (1396 AD) 62<br />

Open Battlefield 15, 60<br />

Open Field 37<br />

Orthodox 56<br />

Pacifist 50<br />

Pact of Non-Aggression 51<br />

Paganism 56<br />

Patriarch 57<br />

Peace Persuasion (Marshal) 54<br />

Personality 21<br />

Piety 43<br />

Piety, Gold, Food, Workers,<br />

Books 22<br />

Player 59<br />

Player Objectives 10<br />

Player Profile 13<br />

Play Alone 14<br />

Play on Europe 15<br />

Plundering 37<br />

Political Information 22<br />

Political View 12, 18, 21, 64<br />

Preach Crusade (Infiltrated spy<br />

as Cleric is Pope) 55<br />

Preferences 16<br />

Prince 33<br />

Princess 34<br />

Prisoner 30<br />

Propagate Culture (Cleric) 53<br />

Province Feature 22, 48<br />

Province Information 22<br />

Province Overview 18<br />

Purchase Units 60<br />

Queen 33<br />

Quick Battle 15<br />

Ready button 60<br />

Rebellion Risk 22<br />

Rebels 41<br />

Recommended 7<br />

Recruiting 35<br />

Relationship 22<br />

Relationship 50<br />

Religion 22, 32, 55<br />

Religious 49<br />

Religious figures 57<br />

Replenishment 35<br />

Retire 11<br />

River Cross 39<br />

Royal Court 17<br />

Royal Court 24<br />

Royal Dynasty 18<br />

Royal Dynasty 31<br />

Royal Library 18<br />

Royal Wedding 51<br />

Ruler Portrait 21<br />

Rural Areas 45<br />

Ruthless 49<br />

Sabotage Trade Route<br />

(Merchant trading) 54<br />

Sea Battle 39<br />

Secret Order 47<br />

Setting Up A Game 13<br />

Setting Up A Multiplayer<br />

Game 58<br />

Setup before start 58<br />

Siege 36<br />

Siege 38<br />

Siegecraft 28<br />

Silk Route 47<br />

Spear Mastery 28<br />

Special Commands 20<br />

Spread Heresy<br />

(Cleric - governing) 53<br />

Spread Religion<br />

(Cleric- governing) 53<br />

Spring Festivals 47<br />

Spy 29<br />

Spy Actions 53<br />

Squad 20<br />

Squads 34<br />

Squad Experience 20<br />

Squad Icons 20<br />

Squad Morale 20<br />

Squad Portrait 20<br />

Square Formation 41<br />

Stamina/Arrow/Men 20<br />

Stances 22<br />

Stances 50<br />

Start 60<br />

Starting the Game 8<br />

Status 59<br />

Steal Gold (Merchant) 54<br />

Stop 36<br />

Strategic View 11, 17, 22, 63<br />

Strategist 27<br />

Succession and Heirs 32<br />

Sword Mastery 26<br />

Tactics 27<br />

Team Colour 59<br />

Terrain 18, 40<br />

There are two possible<br />

outcomes: 10<br />

The Pope 57<br />

Timid 49<br />

Total Victory 10<br />

Towns 44<br />

Town Assault 16, 38, 61<br />

Town Improvements 45, 65<br />

Town Resources 44<br />

Trade Agreement 51<br />

Trade Goods 48<br />

Tribute 52<br />

Ultimate Emperor of Europe 10<br />

Ungrateful 49<br />

Uninstalling The Game 8<br />

Urbanization 48<br />

Valuable Rumours 21<br />

Vassalage 52<br />

Vassalage/Independency 50<br />

Villages 45<br />

Warfare 32, 34<br />

Wedge Formation 41<br />

Wheeling 41<br />

White Peace 52<br />

Wide formation 41<br />

Workers 45<br />

World View Simulation 41<br />

5


WARNING:TO THE OWNERS OF PROJECTION TELEVISIONS<br />

Still pictures or images may cause permanent picture-tube damage or mark the phosphor<br />

in the cathode ray tube. Avoid repeated or extended use of video games on largescreen<br />

projection televisions.<br />

WARNING<br />

Please read before using this game or allowing your children to use it.<br />

Some people are susceptible to epileptic seizures or loss of consciousness when<br />

exposed to certain flashing lights or light patterns in every day life. Such people may<br />

have a seizure while viewing television or playing certain video games. This may happen<br />

even if the person has no medical history of epilepsy or has never had any epileptic<br />

seizures.<br />

If you or anyone in your family have ever experienced symptoms related to epilepsy<br />

(seizures or loss of consciousness) when exposed to flashing lights, consult your doctor<br />

prior to playing.<br />

We advise parents to monitor the use of video games by their children. If you or<br />

your child experience any of the following symptoms: dizziness, blurred vision, eye or<br />

muscle twitches, loss of consciousness, disorientation, and/or any involuntary movements<br />

or convulsions while playing a video game, discontinue play IMMEDIATELY and<br />

consult your doctor.<br />

Precautions to take during use:<br />

• Do not sit too close to the screen. Sit a good distance away from the screen, as far<br />

away as the length of the cable allows.<br />

• Preferably play the game on a small screen.<br />

• Avoid playing if you are tired or have not had much sleep.<br />

• Make sure the room in which you are playing is well lit.<br />

• Rest at least 10 to 15 minutes per hour while playing a video game<br />

Minimum Configuration<br />

• Windows® XP, Windows® ME, Windows® 2000, Windows® 98 Second Edition<br />

(Windows® NT and 95 are not supported)<br />

• 1 GHz Intel® Pentium® III or AMD® Athlon processor<br />

• 256 MB RAM<br />

• 8x CD-ROM/DVD-ROM drive<br />

• 1.2 GB free hard disk space plus space for saved games (additional space required<br />

for Windows swap-file and DirectX 9.x installation)<br />

• 16 MB video card, capable of a resolution of 1024x768<br />

• DirectX 9.x compatible sound card<br />

• Keyboard<br />

• Mouse<br />

6


Recommended<br />

• 1.5 GHz or faster Intel® Pentium® IV or AMD® Athlon processor<br />

• 512 MB or more RAM<br />

• 16 x or faster CD-ROM/DVD-ROM drive<br />

Required for internet games<br />

• Subscribed internet service with an ISP<br />

• 56 Kbps or faster modem<br />

• ISDN<br />

• Broadband internet connection (DSL, cable modem , or faster)<br />

• 1 disc/player per computer<br />

Required for LAN games<br />

• TCP/IP compliant network<br />

• 1 disc/player per computer<br />

Installing the Game<br />

To install Knights of Honor:<br />

1. Start the Windows operating system.<br />

2. Close all open programs and background tasks, including virus scanners.<br />

3. Insert the Knights of Honor disc 1 into your CD-ROM/DVD-ROM drive.<br />

4. Click INSTALL to initiate the setup program. The InstallShield Wizard opens. Click<br />

NEXT to continue.<br />

5. You are now prompted to enter your serial number, which can be found on the back<br />

of your Knight of Honor CD case. Click OK to continue.<br />

NOTE: The game installer will now detect whether you need to install<br />

DirectX 9 or not. Click OK to continue.<br />

6. Choose whether you wish to install GameSpy Arcade or not and click NEXT.<br />

7. The Choose Destination Location window appears. This is the location where<br />

Knights of Honor is installed. Click NEXT to accept the default.<br />

8. To change the destination folder, click BROWSE &, select the location where you<br />

wish to copy Knight of Honor files, and click NEXT.<br />

9. Game files are copied to your hard drive. When the prompt appears, insert the<br />

Knights of Honor disc 2 into your CD-ROM/DVD-ROM drive and click OK to continue<br />

installation.<br />

10. If you wish to read the readme file or create a Knights of Honor shortcut on your<br />

desktop, check the appropriate boxes and click FINISH.<br />

7


Starting the Game<br />

To start Knights of Honor (with disc already in drive):<br />

1. Close all open programs and background tasks, including virus scanners.<br />

2. Left-click the START button from the Windows Taskbar and select All Programs ><br />

Black Sea Studios > Knights of Honor > Launch Knights of Honor.<br />

To start Knights of Honor (without disc already in drive):<br />

1. Start the Windows operating system.<br />

2. Close all open programs and background tasks, including virus scanners.<br />

3. Insert the Knights of Honor disc into your CD-ROM/DVD-ROM drive. The Autorun<br />

menu appears.<br />

4. If the Autorun menu does not automatically appear, left-click the START button from<br />

the Windows Taskbar and select Run &. Type D:\ autorun.exe in the Run dialog box,<br />

then click OK (substitute the correct letter of your CD-ROM/DVD-ROM drive if other<br />

than D: ).<br />

5. Left-click the PLAY button.<br />

Uninstalling The Game<br />

To uninstall Knights of Honor:<br />

1. Start the Windows operating system.<br />

2. Left-click the START button from the Windows Taskbar and select All Programs ><br />

Black Sea Studios > Knights of Honor > Uninstall Knights of Honor<br />

3. Follow the on-screen instructions to complete the uninstall process.<br />

4. Decide whether or not you want to keep the savegames and profiles on your PC.<br />

They can be used again when you reinstall the game at the same location.<br />

8


General Introduction<br />

Game Synopsis<br />

Welcome to Knights of Honor, the first Empire Conquering Simulation.<br />

The game’s mix of real-time strategy and outright warfare offers something for everyone,<br />

while forcing the player to try and maintain the fragile balance between military<br />

concerns, governmental appointments, and the economic and cultural development<br />

of their kingdom.<br />

It is time to think on your feet, for the decision as to how to conquer Europe is at last<br />

thrust into your hands.<br />

The knights are the most important element of the game, and with them, you will fight<br />

wars, manage provinces and secure trade agreements with other rulers. Think of the<br />

knights as a finite resource, for you have nine slots to fill with these powerful, brave<br />

and bold men.<br />

Fight, trade, make peace and form alliances to achieve your goal while developing a<br />

successful kingdom, using the knights in a variety of roles as other rulers do exactly<br />

the same.<br />

You will play in one of three major time periods during an age rife with conquest and<br />

confrontation:<br />

Early Medieval - about 1000 AD<br />

High Medieval - about 1200 AD<br />

Late Medieval - about 1350 AD<br />

These periods represent important milestones in the medieval ages, and each one<br />

comes with its own trials and tribulations. As a result, the kingdom you choose affects<br />

the difficulty and challenge of the game. For example, choose England and you<br />

will get a large kingdom with many resources, which represents a drastically different<br />

playing experience than if you had chosen to lead Aragon. Your economic and social<br />

situations, province sizes and how the rest of the world reacts to you will also be<br />

totally different.<br />

In Knights of Honor, your goal is simple: become the Emperor of all Europe by means<br />

fair or foul. However, you should keep in mind that you are not playing in a static environment,<br />

as the rest of Europe is vying for the same goals. You will be inundated with<br />

requests or threats from fellow rulers, as well as numerous agreements and perhaps<br />

even special missions.<br />

9


Player Objectives<br />

You assume the role of the guiding spirit in a kingdom of your choice and your main<br />

goal is to be a successful ruler. You are in charge of the virtual throne and it is your<br />

duty to decide the destiny of your empire. You can form alliances, plan conquests,<br />

develop your lands or spy upon others. It is your decision upon where you want to<br />

focus your efforts.<br />

Ultimate Emperor of Europe<br />

To win the game, you have to become the Ultimate Emperor of Europe. This goal can<br />

be achieved in one of two ways:<br />

• Winning the election for Ultimate Emperor of Europe.<br />

• Claiming the title of Ultimate Emperor of Europe.<br />

Election<br />

Once in a while, the seven most important kingdoms in Europe are ranked. The rulers<br />

of the first two kingdoms will become candidates and the five others will be the voters<br />

in the election of the Ultimate Emperor of Europe. The result of the election will be<br />

determined by many factors such as your relationship to the voters etc. You can attend<br />

the election as an observer to see who is voting for whom. If you are a candidate, you<br />

can accept or turn down the nomination. As an elector, you can abstain from voting.<br />

The reason behind each vote can be seen in the UI tooltips when rolling over the portrait<br />

of each voting king.<br />

There are two possible outcomes:<br />

• You win the election and become Ultimate Emperor of Europe, which means that<br />

you win the game.<br />

• You lose the election and another ruler will be elected to that title. In this case, you<br />

can accept the results and lose the game, or you can decline them and begin a<br />

war with all who voted for the elected ruler instead of you.<br />

Claiming the Title of Ultimate Emperor of Europe<br />

When you feel strong enough to win the election, you need not wait. You can always try<br />

to claim the title of Ultimate Emperor of Europe via the Royal Dynasty window. You then<br />

can manually initiate the election and see if the other kingdoms will elect you.<br />

Total Victory<br />

If you manage to conquer all provinces in Europe, you will automatically become the<br />

Ultimate Emperor of Europe.<br />

10


Losing<br />

You will lose the game when you have lost your last province or when you have accepted<br />

the election of another ruler to the role of Ultimate Emperor of Europe. You will then<br />

be directed to the Statistics Screen, where you can see your overall performance.<br />

Retire<br />

You can decide to leave the game at any time by retiring. If you retire, you will be directed<br />

to the Statistics Screen.<br />

Game World<br />

Knights of Honor has three game views, each of which offers a different type of information.<br />

The views show the game scenario from three different viewpoints.<br />

Strategic View<br />

The Strategic View represents the strategic layer of the game. This is the main game<br />

view and depicts the whole of Europe.<br />

From here you can make global decisions, which include:<br />

• managing your economy<br />

• recruiting and moving armies<br />

• assigning your knights<br />

• caring for the Royal Family<br />

• developing your provinces<br />

11


Battle View<br />

The Battle View represents the tactical layer of the game and shows the scenery from<br />

a much closer point of view than the Strategic View. You will see this view only when<br />

you decide to lead a battle yourself. This view can be used to control your troops and<br />

knights directly and it is here that you will execute the military strategies you have<br />

planned in the Strategic View.<br />

Political View<br />

In essence, this view is the combination of a political and economic map of Europe.<br />

From here, you can manage your diplomatic activities, plan your conquests and gain a<br />

summary of relevant information. Provinces can also be managed from here.<br />

12


Interface<br />

Setting Up A Game<br />

Before you try to successfully rule an Empire, it is best to familiarize yourself with<br />

Knights of Honor. Knights of Honor can be played completely by mouse but as many<br />

players favour keyboard controls, Chapter 13 provides an overview of the keyboard<br />

configuration and shortcuts for this style of play.<br />

Main Menu<br />

After loading the game and watching the intro movie, you will find yourself viewing<br />

the Main Menu.<br />

All menu keys are deactivated by default when the game is loaded for the first time.<br />

Before you can proceed, you must first create a player profile.<br />

Player Profile<br />

Game settings and saved games are stored in your profile.<br />

To create a profile:<br />

1. Click on the head icon.<br />

2. Edit your name and press when done.<br />

13


3. Click on the arrows to the left and right of the title in order to browse all available<br />

titles.<br />

4. Click on the portrait to select a different one.<br />

5. When you are finished, click the checkmark icon and your profile will be created.<br />

To edit a profile:<br />

1. Click on the inkwell icon.<br />

2. Click on the name and edit it. Press to finish.<br />

3. Click on the arrows to the left and right of the title to change.<br />

4. Click on the portrait to select a different one.<br />

5. When you are finished, click the checkmark icon and the changes will be complete.<br />

To change a profile:<br />

1. Click on the arrow icon to open the list with all created profiles on this computer.<br />

2. Browse the profiles with the up and down arrows.<br />

3. Click on a profile you wish to play with.<br />

4. Click the checkmark icon to accept the changes.<br />

Play Alone<br />

To access the Single Player menu, select Play Alone from the Main Menu. In the Play<br />

Alone Menu, you have the following choices available to you:<br />

Play on Europe: Plays the main game mode to conquer Europe.<br />

Quick Battle: Plays battle maps in the Battle View.<br />

Continue Saved Game: Loads a saved game.<br />

Period<br />

Chose entry period<br />

Europe Map<br />

Political map of<br />

Europe<br />

Kingdom<br />

Description<br />

Description of<br />

selected kingdom<br />

Back<br />

Back to singleplayer<br />

menu<br />

14<br />

Kingdom list<br />

Select the kingdoms<br />

from a list<br />

Map<br />

Select the kingdoms<br />

from the map<br />

Difficulty<br />

Chose level of difficulty<br />

Pause<br />

Check for power during<br />

battles<br />

Play<br />

Play the game


Play on Europe<br />

If you have decided upon Play on Europe, you will find yourself in the Kingdom Selection<br />

Menu. From here, you can select the kingdom you wish to play from all the available<br />

kingdoms, which can be browsed in a list or selected directly from the map. The<br />

available kingdoms change depending on the chosen period of play.<br />

You can also select the desired difficulty level. These are:<br />

• Easy, recommended for beginning and intermediate players<br />

• Normal, recommended for experienced and advanced players<br />

• Hard, recommended for expert players<br />

Finally, if you so desire, the world in the Strategic View will pause while you lead battles<br />

in the Battle View. It is turned off by default.<br />

After you have made your settings and clicked the Play button, you will find yourself in<br />

the Strategic View, looking over your kingdom.<br />

Quick Battle<br />

The Quick Battle mode allows you to jump straight into the action of medieval warfare<br />

without the strategic level attached to it. To access the Quick Battle Menu, select Quick<br />

Battle in the Play Alone Menu. You can chose between two game types, the Open<br />

Battlefield or the Town Assault.<br />

Open Battlefield<br />

In this game type, two randomly composed armies meet on a large, automaticallygenerated<br />

battlefield. In order to win, one must kill all enemy units or kill the enemy<br />

leader.<br />

Previous game<br />

type<br />

Changes the game<br />

type<br />

Attacker<br />

Chose to become the<br />

attacker<br />

Banner and<br />

Colour<br />

Shows your banner<br />

and colour<br />

Game<br />

Description<br />

Description of the<br />

selected game type<br />

Back<br />

Back to singleplayer<br />

menu<br />

Next game<br />

type<br />

Changes the game<br />

type<br />

Defender Chose<br />

to become the<br />

defender<br />

(Castle Assault only)<br />

Game type<br />

Selected game type<br />

Position<br />

Shows if you are<br />

attacker or defender<br />

(Castle Assault only)<br />

Play<br />

Play the selected<br />

game type.<br />

15


Town Assault<br />

Here, you have the choice to act either as the defender or the attacker. If you are the<br />

defender, you defend a town against the attacker, who tries to breach the walls and<br />

enter the town. If you are the attacker, the roles are reversed and you must conquer<br />

the town. The armies are randomly composed.<br />

Learn to Play<br />

Learn to Play will teach you how to play Knights of Honor. You will be introduced step<br />

by step into the rich gameplay and the sheer number of possibilities open to you in the<br />

game. When you leave the tutorial, your status will be saved in your profile and you<br />

can continue from where you left off.<br />

Preferences<br />

To access the Preferences Menu, select Preferences from the Main Menu. In this<br />

menu, you can customize the game settings to your taste or improve the performance<br />

when running Knights of Honor on a slower machine. You can also tweak the volume<br />

for the sound FX, music and speech or switch them off completely, should you desire.<br />

Additionally, you can define how often Knights of Honor is to save into the autosave<br />

file.<br />

16


Strategic View<br />

The Strategic View is the main game view. In this view, you rule over your provinces,<br />

plan your conquests, develop your lands, move your armies, and so on. Enemy territories<br />

are covered by fog of war, which means that you cannot see their armies unless<br />

they have crossed your borders.<br />

Kingdom Power<br />

This shows the current level of your Kingdom Power. Click on the number to increase<br />

it.<br />

Royal Court<br />

The Royal Court shows all Knights currently in your employ. Click them to issue commands<br />

or click on an empty slot to promote a new Knight.<br />

Kingdom Treasury<br />

All your Gold, Books and Piety are stored in the Kingdom Treasury. The numbers represent<br />

the current stock of each.<br />

Log<br />

Here you see all messages concerning other kingdoms. You can enlarge and reduce<br />

this window.<br />

Menu<br />

This will bring you to the Game Menu. From there, you can go to the Preferences<br />

Menu, save/load a game or retire.<br />

Kingdom<br />

Power<br />

Log<br />

Menu<br />

Royal Court<br />

Kingdom<br />

Treasury<br />

Battles and<br />

finished<br />

constructions<br />

Minimap<br />

Political<br />

View<br />

Royal Royal Kingdom Kingdom Province Kingdom<br />

Dynasty Library Wealth Advantages Overview Rankings<br />

17


Royal Library<br />

This opens up the Online Help, where you<br />

can learn additional information about the<br />

game.<br />

Royal Dynasty<br />

Here you can manage the Royal Family and gain information about them and their<br />

status. You will also find the Claim button here, which is used to initiate the claim for<br />

the title of Ultimate Emperor of all Europe.<br />

Kingdom Advantages<br />

This leads you to the Advantage Overview to see the Kingdom Advantages, Trade<br />

Goods and Exotic Goods that have already been processed.<br />

Province Overview<br />

This is where a list of all your Provinces will be shown including the level of development,<br />

ongoing construction, wars and production.<br />

Kingdom Wealth<br />

This opens a detailed overview of the Piety raised, Books written and income in Gold<br />

in your kingdom.<br />

Kingdom Rankings<br />

Kingdoms are constantly ranked by power, size, military, economy, trade, happiness<br />

and how much they are respected or hated. Clicking here will provide you with a detailed<br />

overview.<br />

Political View<br />

This leads you to the Political View, where you can retrieve valuable information about<br />

your empire, as well as other kingdoms. For more information, please read paragraph<br />

4 on page 27.<br />

Minimap<br />

The Minimap contains overview information and can be magnified if needed. It can<br />

also be switched between Political and Strategic modes.<br />

Terrain<br />

The geography in Knights of Honor plays a strategic role. The terrain defines the types<br />

of battles that can be fought and observed in the Battle View. Armies cannot pass<br />

through mountains and must board ships to cross the sea.<br />

18


Battle View<br />

This view can be only seen when you decide to lead a battle yourself, or when you<br />

play a Quick Battle or Multiplayer Match. Squads are selected via the left mouse button<br />

and are moved by clicking the right mouse button on the target. When you win or<br />

lose the battle, you will be presented with an Outcome Screen and transferred back<br />

to the Strategic View. During the battle, you can leave the view whenever you wish but<br />

you cannot return to it.<br />

Marshal(s)<br />

The portraits of the participating Marshals will be shown. Rolling the mouse pointer<br />

over them will display their names.<br />

Marshal Skills<br />

You can expand or reduce the list of skills for both your marshal and the enemy marshal.<br />

All skills developed by this point are shown.<br />

Army Morale<br />

This shows the overall morale of the participating armies.<br />

Battle Information<br />

This is where you can see the battle’s location and status, e.g. if you are losing or<br />

winning.<br />

Battle Bonus<br />

Depending upon the situation, an army may have a Battle Bonus. The bonuses are<br />

described in the Knight Concept section under Marshal skills.<br />

Marshals<br />

Marshal<br />

Skills<br />

Squad<br />

Squad<br />

Portrait<br />

Squad<br />

Experience<br />

Squad<br />

Morale<br />

Army<br />

Morale<br />

Stamina/<br />

Arrows/Men<br />

Battle<br />

Information<br />

Special<br />

Commands<br />

Commands Formation<br />

Commands<br />

Battle<br />

Bonus<br />

Informa-<br />

tion Filters<br />

Day/<br />

Night<br />

Squad<br />

Icons<br />

19


Information Filters<br />

You can toggle between five information filters. The Experience filter shows the experience<br />

level of all squads. The Stamina filter shows the current stamina of all squads.<br />

The Arrow filter shows the remaining arrows of the ranged units. The Men Count filter<br />

shows an overview of the men still alive in the squads. The Morale filter shows the<br />

current morale of all squads and is the default filter.<br />

Squad Icons<br />

These icons show which of your squads are participating in this battle. If a squad has<br />

been completely eliminated, its icon disappears.<br />

Commands<br />

Each of these icons represent a particular command. To order or command your<br />

troops, select a squad, click on the Command icon and then on the target.<br />

Formation Commands<br />

You can issue formation commands via these icons.<br />

Special Commands<br />

Stand Ground and Hold Your Fire commands are given to your selected squads via<br />

these buttons.<br />

Stamina/Arrow/Men<br />

Depending on the active information filter, this is where you can view the current<br />

stamina, remaining arrows or headcount.<br />

Squad Morale<br />

This shows the selected squad’s current morale.<br />

Squad Experience<br />

This shows the selected squad’s current experience level.<br />

Squad Portrait<br />

This portrait shows you what the selected squad looks like.<br />

Squad<br />

This is a squad on the battlefield.<br />

20


Political View<br />

In this view, you can retrieve vital global information about the various empires, including<br />

your own. You can also gather information about ongoing battles as well as the<br />

military activities currently taking place in your lands. On foreign territories, you can<br />

switch between kingdom information and province information.<br />

Kingdom<br />

Ruler Title<br />

Kingdom<br />

Name<br />

Religion<br />

Ruler<br />

Portrait<br />

Economical<br />

Information<br />

Valuable<br />

Rumors<br />

Political<br />

Information<br />

Ruler Name<br />

Filters<br />

Strategic<br />

View<br />

Relationship Age Personality Stances Kingdom<br />

Banner<br />

Kingdom Information<br />

Ruler Portrait<br />

Here you can see what the selected ruler looks like. To initiate an audience with the<br />

foreign kingdom, you must click on the ruler’s portrait, which will cause the Audience<br />

Window to appear.<br />

Age<br />

This is the selected ruler’s current age. Each ruler can die of old age during the<br />

game.<br />

Personality<br />

Each ruler has a specific personality. Their personalities define their diplomatic behaviour.<br />

Economic Information<br />

Clicking this icon lets you retrieve information about the selected kingdom’s economy.<br />

Valuable Rumours<br />

Click here to see if there are valuable rumours about this kingdom. The information<br />

you gain is more accurate when you have a Spy infiltrated there or a Merchant assigned<br />

to a trade route.<br />

21


Political Information<br />

This gives you information about the friends, enemies and vassalage status of the<br />

selected kingdom.<br />

Religion<br />

This shows the religion of the selected province or kingdom.<br />

Relationship<br />

This bar shows your current relationship with the selected kingdom.<br />

Stances<br />

These icons show your agreements and stance with the selected kingdom.<br />

Strategic View<br />

Clicking this button will return you to the Strategic View. Alternatively, you can doubleclick<br />

any kingdom and you will be brought to the location you clicked in the Strategic<br />

View.<br />

Province Information<br />

Town Name Religion Province<br />

Name<br />

Kingdom<br />

Banner<br />

Rebellion<br />

Risk<br />

Province<br />

Features<br />

Piety Gold Books<br />

Food Workers<br />

Rebellion Risk<br />

This shows the current risk of a rebellion breaking out in this province. If it is your own<br />

province, you can see a detailed overview about the happiness of the population in<br />

the selected area.<br />

Province Feature<br />

If a province has specific land features (0-3) they will be shown here.<br />

Piety, Gold, Food, Workers, Books<br />

This shows the current production of this province.<br />

22


Filters<br />

Kingdoms<br />

This is the default filter. When activated, it shows the current political<br />

climate with all kingdoms and their vassals on the European map, broken<br />

down by kingdom. It also shows armies currently traveling through<br />

your lands or on open seas.<br />

Relations<br />

Stances<br />

This filter shows your relationships with other kingdoms. Click on a foreign<br />

kingdom to learn more about their relations.<br />

By activating this filter, you can see your diplomatic stances with other<br />

kingdoms, each represented by a different color. It also allows you to<br />

find out about other kingdoms’ stances.<br />

Religion<br />

When this filter is activated, the map switches to a colour-coded system<br />

to show which religion each kingdom follows. Provinces of a different<br />

religion than the kingdom’s own are striped, where the stripes represent<br />

the province’s religion. When the province is currently going through conversion, you<br />

will see an icon displaying the religion it is being converted to.<br />

Units<br />

Click this to find out more about the availability of the different units in<br />

Knights of Honor. When activated, all available units in Knights of Honor<br />

are shown. Clicking a unit will display all the provinces where that type<br />

of unit is available or can be recruited.<br />

Province Features and Goods<br />

Clicking on this icon will shade green all provinces where it is available.<br />

Clicking on a Trade Goods icon will shade blue all provinces where it is<br />

currently being manufactured and striped blue where it is available to<br />

be manufactured. Clicking on one of the Exotic Goods will shade pink all the provinces<br />

where it is currently being imported. Goods or features you possess are marked with<br />

a green tick icon.<br />

23


Buildings<br />

Applying this filter will show you in which province you have built a specific<br />

structure, and which structures you can build. Click on a building<br />

and the appropriate provinces will be displayed.<br />

Rebellion Risks<br />

This filter shows you the current risk of rebellion status across Europe,<br />

broken down by province. It also shows the current level of town development<br />

in all provinces.<br />

Kingdom Banner<br />

The banner shown is that of the kingdom the province currently belongs to. Click on<br />

the banner to toggle between province and kingdom information.<br />

Knight Concept<br />

A ruler could be powerful, but he could not be in more than one place at the same<br />

time. He had to rely on loyal executives who would lead his armies, develop his lands,<br />

trade with other kingdoms or perform clandestine actions upon his behalf. In Knights<br />

of Honor, the knights represent these executives, and they can have six different professions.<br />

Each kingdom can have a maximum of nine knights in the Royal Court.<br />

Royal Court<br />

All knights hired to the Royal Court are represented within the nine slots at the top of<br />

the screen in the Strategic and Political Views. Here, you can see what your knights<br />

are currently doing, and interact with them if you so choose. Different colors represent<br />

the knights’ different professions.<br />

Hiring a knight<br />

With the exception of Merchants, all knights have an upkeep cost. Alternatively, you<br />

can assign a Prince or King without any cost at all, although Princes or Kings serving<br />

as knights can be killed or captured.<br />

1. Click on an empty slot.<br />

2. a) Click on a Prince/King or<br />

b) Click on the Promote icon to hire a knight.<br />

3. Decide the knight’s profession.<br />

24


Marshal<br />

Spy<br />

Merchant<br />

Cleric<br />

Landlord<br />

Builder<br />

Exile / Call back a Knight<br />

If you no longer require the services of a particular knight, you can dismiss him<br />

from your Royal Court. A dismissed knight disappears and will never return, while<br />

a Prince/King can be sent to other assignments and will keep the experience they<br />

have gained.<br />

1. Click on a knight.<br />

2. a) If he is an actual knight, click the Exile button. He will immediately disappear.<br />

b) If he is a Prince / King, click the Call Back button. He will return to the Throne<br />

Room.<br />

Giving Orders<br />

Every knight can receive orders from you at any given time, depending on his state<br />

and profession.<br />

To issue an order you have to:<br />

1. Click on the specific knight.<br />

2. Click on one of the available orders.<br />

Knight states<br />

Occasionally, a small icon representing a knight’s current state may appear below him.<br />

Roll the mouse pointer over them to retrieve additional information.<br />

Experience<br />

Clerics, Merchants, Spies, Builders and Landlords can be educated to a<br />

higher level of experience through the use of books. There are up to five<br />

levels of experience, which are displayed as stars above the knights’ heads.<br />

The higher the experience level, the higher their bonus when governing towns, or the<br />

higher their chance of success may be.<br />

25


Governing<br />

Merchants, Landlords, Builders and Clerics can govern a province. Depending<br />

on their profession and experience, they may give the province a bonus.<br />

A knight governing a town can be identified by an icon below his face.<br />

Marshal<br />

Marshals are knights who can lead your armies. Without a Marshal in your<br />

service, you cannot conquer other provinces. In order to recruit units for<br />

your Marshal, he must be deployed in a town. The Marshal is the only<br />

knight in Knights of Honor who can learn new skills in order to improve his military<br />

performance. Marshals are also the only knights who appear as in-game units that<br />

can be moved around in the Strategic View. Some of your Marshals may even become<br />

Crusaders, and the Pope may even choose them to lead a crusade of their own.<br />

Marshal Experience<br />

Skills<br />

Morale<br />

Experience<br />

Points<br />

Experience<br />

Level<br />

sented by a star below his portrait.<br />

A Marshal receives experience during battles.<br />

For special achievements, like conquering a<br />

province or winning a battle, he receives<br />

more experience than he would gain just for<br />

participating. When he gains enough experience,<br />

he earns a new experience level, repre-<br />

Marshal Skills<br />

For each experience level your Marshal earns, he can be granted a new skill, or may<br />

choose to upgrade an existing one. A Marshal can have up to six different skills, each<br />

of which can be developed in three levels. The skills affect the military behaviour of the<br />

knight and the army under his command. They can improve the speed, morale, attack<br />

or defense bonus, and so on.<br />

Leadership<br />

Increases the army’s motivation when fighting with the Marshal. The army’s<br />

morale is higher than usual.<br />

Dread<br />

Causes the enemy soldiers to fear the Marshal. They suffer a decrease in<br />

morale in battle.<br />

Sword Mastery<br />

Makes the Marshal a master of the art of sword fighting. All sword fighting<br />

units gain experience faster than normal.<br />

26


Archery Master<br />

Makes the Marshal a master of the art of fighting with ranged weaponry. All<br />

ranged units gain experience faster than normal.<br />

Cavalry Master<br />

The Marshal becomes a master at horse riding. All mounted units gain experience<br />

faster than normal.<br />

Learning<br />

The Marshal becomes a better learner who gains experience faster than usual.<br />

Engineering<br />

The Marshal becomes a specialist in the use of siege weaponry. He can equip<br />

his army with advanced siege weaponry.<br />

Ballistics<br />

Makes ranged units more accurate and increases the damage they cause.<br />

Strategist<br />

Causes the army to march faster than normal and become more efficient at<br />

intercepting enemy armies.<br />

Healer<br />

The Marshal becomes a healer and, as a result, your army automatically recovers<br />

from some losses.<br />

Conqueror<br />

Causes the army to feel much more confident in enemy territory. The morale<br />

in foreign lands is higher than usual.<br />

Admiral<br />

The Marshal becomes a sailor, and the army is more confident being aboard a<br />

ship as a result. They also get an attack bonus in sea battles.<br />

Enforcer<br />

This skill causes the army to be more efficient at plundering. They collect<br />

more loot than normal.<br />

Tactics<br />

The Marshal becomes a tactician and, as a result, your army always gets an<br />

attack or defense bonus during camp assaults, fortified camp assaults, coastal<br />

landings and river crossings.<br />

27


Jousting<br />

Causes the Marshal and his guards to be more skilled in hand to hand combat.<br />

They have a higher attack bonus than normal.<br />

Endurance<br />

This skill causes the Marshal to train his army more intensely and more efficiently.<br />

As a result, they use less stamina in battles than usual.<br />

Night Stalker<br />

Causes the army to use the night as better cover during assaults, giving them<br />

a higher attack bonus than normal.<br />

Logistics<br />

Makes the Marshal’s army better at rationing their food, so they can travel<br />

farther and endure longer sieges.<br />

Siegecraft<br />

Causes the army to be more efficient at sieges and experience less attrition in<br />

sieges than it normally would.<br />

Fist<br />

The Marshal fights more brutally against rebels. As a result, the army has a<br />

higher attack bonus against rebels.<br />

Manoeuvre<br />

This makes squads much more maneuverable in battle. All squads move more<br />

quickly as a result.<br />

Spear Mastery<br />

The Marshal becomes a master at the art of fighting with a spear. All spearbearing<br />

units gain experience faster than normal.<br />

Fanatic<br />

This causes the army to act more fanatically when fighting armies of a different<br />

religion. As a result, their morale is higher than normal.<br />

28


Spy<br />

Spies are knights who perform clandestine actions for you. They can infiltrate<br />

other Royal Courts, where they can be hired for one of the six knightly<br />

professions. There are several espionage actions they can perform, depending<br />

on the profession assigned to them by the other King. But beware! The same<br />

can happen to you, possibly leaving you to unwittingly hire a Spy as a knight.<br />

A Spy can be captured and imprisoned, which is displayed as a series of bars over his<br />

portrait. A Spy who has not been assigned a mission will automatically protect your<br />

Royal Court.<br />

Experience<br />

A Spy slowly and automatically gain experience once he has successfully infiltrated a<br />

foreign Royal Court. Experience is gained much more quickly when he succeeds at a<br />

mission. The more experience he has, the greater his chance of success.<br />

Cleric<br />

Religion was very important during the Middle Ages, and this is reflected in<br />

Knights of Honor. The Cleric is your religious representative, helping you to<br />

increase the piety in your lands. Following a successful conquest, you can<br />

also send the Cleric to convert provinces of different religions to your own religion. A<br />

Cleric can also govern provinces, where he writes books and increases the amount of<br />

piety being raised in the area. An experienced cleric may one day become the Pope<br />

or Patriarch.<br />

Merchant<br />

Merchants are your trade representatives and allow you to actively trade<br />

with other kingdoms. They can import Trade Goods or raise additional gold<br />

income for you. Highly experienced Merchants raise more gold than less<br />

experienced Merchants. To assign a Merchant to a trade route, you need to have<br />

signed trade agreements with other kingdoms. When governing a province, a Merchant<br />

increases your gold income.<br />

Landlord<br />

Landlords are responsible for the food supply, which is the cornerstone of<br />

land development. He helps to ensure that your population is more effective<br />

in the production and consumption of food. Under his government, the<br />

population grows more quickly. He also rations the food consumption so your towns<br />

can endure longer during sieges. Lastly, he allows you to have more population in your<br />

provinces, which means a higher tax income.<br />

29


Builder<br />

The Builder takes care of construction in towns. He makes sure that your<br />

towns develop more quickly and are more efficient. Assigning a Builder to<br />

run a province will ensure that you have a higher amount of workers available<br />

in that province, how many workers will depend on the builder level.<br />

Prisoner<br />

Imprisoned foreign Spies and knights occupy a slot in your Royal Court. Clicking them<br />

lets you decide whether to release them, kill them or hold them for ransom. Your<br />

knights can be also imprisoned and you can either negotiate their freedom or leave<br />

them in the foreign dungeons. If you do not know where a Spy comes from, you can<br />

torture him to find out. However, be aware that doing so may kill the Spy and your<br />

relationship with his native kingdom may worsen, while also dropping your Kingdom<br />

Power by a significant amount.<br />

30


How To Build An Empire<br />

Royal Dynasty<br />

In order to build an empire, a ruler has to create a dynasty. Empires are not built in a<br />

day, and only a long and lively lineage of kings and heirs can guarantee the successful<br />

growth and prosperity of the future empire.<br />

The dynasty includes the royal family tree, which consists of the king, his wife and all<br />

their sons and daughters. When you begin the game, you will most probably have a<br />

King, a Queen and at least one Prince or Princess. With time, your Royal Family will<br />

grow and new children will appear (provided that the king is married). They will be<br />

babies at first, but will eventually grow up to be valuable assets that will enrich your<br />

kingdom.<br />

King<br />

As the ruler of your kingdom, the King is the central figure of your Royal Family. In<br />

Knights of Honor, there are many different kingly titles, such as Sultan, Emperor or<br />

Tzar, which are dependent upon the culture and religion of the country you choose<br />

to lead.<br />

Should your King die, whether from forcible death (i.e. on the battlefield) or from old<br />

age, a new King will be appointed. (Please refer to Succession and Heirs)<br />

31


You can have your King perform any knightly profession. If appointed to such a role,<br />

the King will earn additional bonuses when performing his duties. For example, if you<br />

appoint your King to be a Marshal, the armies he leads will earn a considerable boost<br />

to their morale. If the King himself enters the battle, all friendly units that see his heroic<br />

acts of valor will receive an additional morale bonus.<br />

King Talents<br />

Your King can have up to five talents in three different levels<br />

of development, which determine his personality. The<br />

talents and their level of development are fixed and do not<br />

change. The higher the level of development, the higher<br />

the bonus for that talent. They are first shown when a King is but a Prince, and stay<br />

constant until his death. You cannot see an enemy King’s skills.<br />

Economy:<br />

You get a bonus in your overall kingdom income as well as benefits to the King’s performance<br />

when assigned as a Merchant.<br />

Diplomacy:<br />

Your King’s diplomatic rating affects all diplomatic decisions. For instance, this means<br />

that you can more easily gain approval of your proposals.<br />

Warfare:<br />

All of your armies receive a morale bonus based on this talent’s level of development.<br />

Espionage:<br />

This talent increases the chance of success for all your spies.<br />

Religion:<br />

This talent speeds the conversion process and improves your Clerics’ performance.<br />

Succession and Heirs<br />

When your King dies, the rightful heir will succeed him. In the Royal Family window,<br />

you can choose which of his sons will be the rightful heir to the throne.<br />

To choose the King’s heir:<br />

1. Roll the mouse pointer over the Prince(s) to see their future talents as king.<br />

2. Click on the portrait of the Prince you wish to inherit the throne.<br />

3. A crown indicates the inheriting Prince.<br />

4. If you want to change heirs, click another portrait and the crown will move.<br />

32


Be careful: in Medieval times, the eldest son traditionally inherited the throne via right<br />

of succession. If you decide to give the your kingdom’s crown to the youngest son<br />

instead, his brothers may become rather angry when the day of inheritance comes.<br />

Apart from the King’s sons, all of the Princesses’ husbands can lay legitimate claim<br />

to the crown. When your King dies, all foreign Kings kin to yours (through a royal marriage<br />

between their sons or themselves and one of your King’s daughters) may decide<br />

to claim part of your empire. If you deny them their rights, they will go to war with you,<br />

so always think twice when marrying a Princess to another kingdom.<br />

If the King has no heirs, the royal succession passes to the Royal Court, where the<br />

most distinguished knights will contest the crown between them and decide who will<br />

be the new King. However, when the new King is appointed, the other knights may<br />

choose to not accept him as their liege, and will rebel. This means that if your King<br />

dies and has no heirs to succeed him, there is a very good chance that your kingdom<br />

will be plunged into a devastating civil war.<br />

Queen<br />

The Queen is the King’s royal wife. She is also mother to all of the potential Princes<br />

and Princesses. If one of your Princesses marries a foreign King, or an heir who becomes<br />

King, your country will be strongly represented in that particular court, resulting<br />

in better chances for espionage on your behalf.<br />

Prince<br />

Probably the Queen’s most important duty is to provide the kingdom and royal dynasty<br />

with at least one Prince. If the King has fathered at least one Prince, then you can<br />

rest assured that, when the time comes, the royal dynasty will continue without commotion.<br />

Of course, the more Princes your King and Queen have, the better off your<br />

kingdom will be.<br />

Apart from being useful as a political asset, your Prince is also very important in saving<br />

your kingdom money, for he can perform all duties that a regular knight can perform,<br />

but without charge. So, in effect, your Prince is a free knight. However, don’t get carried<br />

away and thoughtlessly risk your Princes. You may save the kingdom upkeep by<br />

assigning Princes in these positions, but this also means that you could theoretically<br />

lose your Princes and leave the kingdom without an heir.<br />

You can marry your Prince off to a foreign royal family. By doing so, you are entitled<br />

to a future claim to their crown in the form of one to three provinces. When the time<br />

comes and the foreign King dies, you can choose whether or not to exercise your<br />

claim. Of course, if you don’t claim part of the foreign kingdom, your relation with it<br />

33


will rise. Your Prince has to be alive in order to be able to make a claim. Don’t forget<br />

that the same also applies when a foreign Prince is part of your royal family and your<br />

King dies.<br />

Princess<br />

In Knights of Honor, Princesses are valuable diplomatic assets. Whenever you are trying<br />

to pull off a diplomatic deal, you can offer the hand of a Princess to improve the<br />

relationship, which will also greatly improve your chances of persuading the other side<br />

to accept a proposal. Similarly, another ruler may also suggest a Royal Wedding, either<br />

as a requirement or normal proposal. (See also Diplomacy)<br />

When you marry off a Princess, you will get a hefty bonus on all espionage activities in<br />

that kingdom. The bonus increases greatly should the Princess become Queen. (See<br />

also Espionage.)<br />

Just keep in mind that by marrying off a Princess, you also grant the other kingdom a<br />

right to a future claim to your lands.<br />

Warfare<br />

The number one method of expanding and building an empire is by conquest. World<br />

history has records of numerous campaigns, wars and conflicts all with the same ultimate<br />

goal: to conquer more lands and to become more powerful. In Knights of Honor,<br />

this tradition is maintained, as you are provided you with many tools to plan, execute<br />

and maintain your conquests. Take care not to fall in the oldest of all pit-traps: military<br />

power, although very important, is not enough to build a true empire. You will need to<br />

be wise and consider your actions carefully before deciding to send your armies on<br />

a rampage.<br />

Squads<br />

In Knights of Honor, you do not control single units but rather complete groups, which<br />

are called squads. Whenever you hire new troops, you hire complete squads. The<br />

number of units within a squad depends on the type of unit recruited. Only siege<br />

weaponry will be recruited and controlled on a single unit basis.<br />

Army<br />

In order to wage war, you must first build an army. An army consists of a marshal, who<br />

leads up to nine squads of soldiers and up to four siege units. Also, every army has a<br />

separate food supply that depletes over time when the army is not in a city.<br />

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Recruiting<br />

You can recruit squads from any town that you own. To recruit,<br />

you have to deploy a marshal in the town and then click the Recruit<br />

Army button on the interface. You will then see a menu with<br />

all units available in this town. If you roll the mouse pointer over<br />

a unit type’s icon, you will see a short description of the unit as<br />

well as the cost of recruiting one squad of that type. The costs<br />

include gold and food, and each unit takes away one of your citizens.<br />

Be careful not to run out of citizens when recruiting units<br />

from cities with a smaller population. Each city has three types<br />

of units that you can recruit:<br />

1. Special units for the kingdom you are playing. They can be recruited in every province<br />

you own.<br />

2. Local units available only in the region where the province is located.<br />

3. Provincial special units. They can only be recruited in this province.<br />

Some units have prerequisites to be met before they can be recruited. These could be<br />

buildings, such as Stables for mounted units or Swordsmith for sword units. The more<br />

complex the units, the more prerequisites you need to meet to recruit them. Some<br />

units may have as many as five prerequisites.<br />

Experience<br />

Every squad in your army gains experience from the battles they survive. With time,<br />

the squad will increase its level and greatly enhance its statistics. There are three<br />

levels of experience beyond the initial rookie level: regular, veteran and elite. The current<br />

experience level is represented by the stars next to the squads’ portrait in the<br />

Battle View.<br />

Replenishment<br />

When you fight battles, you will eventually face casualties. You can replenish<br />

squads from any town that you own. When restocking squads, you<br />

actually put fresh soldiers amongst the veterans, thus diluting the squad’s<br />

experience and increasing the time it takes them to increase in level. You can replenish<br />

every type of unit in every town.<br />

Food Wagon<br />

Recruited armies require food to support themselves during their march.<br />

When stationed in a city, the army uses food from the city reserves. When<br />

you order your Marshal to embark upon a military campaign, the army<br />

starts to consume food from its own stock, which will eventually be used up. When<br />

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that happens, the army will receive a penalty to their morale due to low rations. The<br />

food carried is represented by a Food Wagon in the interface.<br />

An army’s food rations can be restocked in two ways:<br />

1. When the army is deployed in a town, click on the wagon and its rations will automatically<br />

refill. Be aware that this food will be transferred from the city’s food storage.<br />

2. When the army is marching in enemy territory, you can command them to plunder<br />

a farm, and they will get food as loot.<br />

Army Commands<br />

You can order your army to perform different actions while playing in the Strategic<br />

View.<br />

March<br />

Stop<br />

Camp<br />

Fortify<br />

Attack<br />

Siege<br />

36<br />

This is a basic command that tells your army to move to the location you<br />

choose with the mouse. In order to move over a sea, you will have to board<br />

ships in a harbor or build your own ships.<br />

This orders your army to stop executing the previously issued command.<br />

When given this command, your army will build a camp and begin resting.<br />

While camping, the army replenishes lost morale and eats less food.<br />

The army builds a fortified camp that can be defended much more successfully.<br />

Your marshal has to have the Tactics skill to be able to use this<br />

command.<br />

This is a generic command that includes attacking an enemy army, reinforcing<br />

a battle, plundering a rural area or assaulting an enemy town.<br />

The army will lay siege to the enemy town. When the town’s food reserves<br />

are depleted, it will fall. If the army’s food stores are depleted before the<br />

town’s, it may break off the siege.


Board Ship<br />

This command can only be issued if the target is a harbor. The army will go<br />

to the harbor and, after a short boarding process, they will appear on a ship<br />

in the water, close to the harbor.<br />

Land<br />

This command can only be issued to an army aboard a ship. The army will<br />

disembark from the ship at the target location. If the target is inland, they<br />

will disembark at the coast and march to the desired position. After the<br />

army has left the ship, it will disappear.<br />

Build Ship<br />

Your marshal must have the Admiral skill, and the army has to make a<br />

camp close to the shore. When ordered to build a ship, the army will approach<br />

the shore and start building a ship. After a while, the army will appear<br />

on a ship in the water.<br />

Battles<br />

Battle Types<br />

Whenever your army meets an enemy object, such as an army, rural area or town, you<br />

automatically engage in battle. There are different types of battles based on the object,<br />

terrain or circumstances that preceded the battle.<br />

Open Field<br />

This battle is held in the open field between enemy armies. While each side enters battle<br />

with one army, it may reinforce it with another army later on. You can also choose<br />

to lead the battle personally, in which case a battle will be spawned in Battle View. The<br />

objective here is to destroy the enemy army or to force a retreat.<br />

Plundering<br />

Plundering occurs when an army attacks an enemy rural area. The primary reason<br />

for attacking the enemy’s rural areas is to plunder or to weaken them. If the area is<br />

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undefended, the battle ends after a given time. If a defending army attacks the plunderer,<br />

you can choose to lead your army and a battle will be spawned in Battle View.<br />

This battle will feature a rural area and the objective is either to defend the rural area<br />

or to destroy the defending army. If the plundering army wins the battle, the rural area<br />

is destroyed.<br />

Town Assault<br />

The town assault automatically occurs whenever an army attacks a town without a<br />

wall. If you chose to lead the battle, then a battle will be spawned in Battle View. If your<br />

army occupies the town, then you are the defender and your objective is to defend the<br />

town. If you are the attacker, then your troops are placed outside the town and your<br />

objective is to conquer the town. If the attacking army wins, the province will fall into<br />

their hands, as there is but one town per province. The defender can use up to two<br />

armies to defend his castle, as well as the garrison and the castle guards from the<br />

Town Watch building. The attacker can have up to two armies engaging in this battle.<br />

Siege<br />

If the town has a Palisade, Stone Wall or Bulwark, the attacking army can decide to<br />

lay siege to the town in order to starve them out. The siege lasts as long as the town<br />

has food reserves or until the attacking army’s food reserves are gone. The attacker<br />

can decide to assault the town at any time, at which point the Town Assault mechanics<br />

come into play. However, the defending army can decide to try to break the siege,<br />

and again the Town Assault map will be loaded. The town gives up when it runs out of<br />

food, and the province falls into the hands of the attacker.<br />

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River Cross<br />

A River Cross battle occurs when one army meets another army while crossing a<br />

river. If you decide to lead the battle in this instance, then a River Cross battle will be<br />

spawned in Battle View. The defending army will be placed on the shore with armed<br />

watch towers, while the attacking army appears on rafts in the middle of the river. The<br />

attackers’ immediate task is to land while being under fire from the defender’s ranged<br />

squads and towers; once landed, they must then form a battle order and attack.<br />

Camp Assault<br />

A Camp Assault battle occurs when an army attacks a camped army. If you decide to<br />

lead the battle, a Camp Assault battle will be spawned in Battle View. The defending<br />

army is caught unaware and the army is distributed over a number of tents. If the attacker<br />

is quick to advance, he could overrun the defender’s camp before the latter has<br />

time to break camp and arrange his battle formation.<br />

Fortified Camp Assault<br />

This is a version of the previous battle with one important difference: the defender’s<br />

camp is well fortified and there are towers protecting the tents. It is much more difficult<br />

to overrun this type of camp. To fortify a camp, the marshal has to have the<br />

Tactics skill.<br />

Sea Battle<br />

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A Sea Battle occurs when two ships meet at sea. This battle cannot be lead or played<br />

as a battle in Battle view.<br />

Terrain<br />

The terrain plays a very important role in Knights of Honor. There are five basic types of<br />

terrain: plains, forests, hills, mountains and water. The plains are the basic terrain type<br />

with penalties and bonuses for all units, depending on formations, marshal skills and<br />

unit types. The forests are a serious hurdle for all mounted units. If you have cavalry<br />

in your army, you should avoid battles in forested areas at all costs. Ranged units are<br />

also at a disadvantage in forests. The hills are heaven for archers as they receive a<br />

bonus on their range when placed on higher ground. The mountains are impassable in<br />

Knights of Honor, which makes the passes an important strategic asset. The big rivers<br />

spawn River Cross battles, while the seas can only be crossed with ships.<br />

Morale<br />

The units in Knights of Honor don’t have hit points. They only have one life and if hit,<br />

they die instantly. As a result, in order to win, you have to either kill the entire enemy<br />

army or scare it away. The units’ morale is the measure of how eager they are to fight,<br />

which might allow you to win the battle with fewer troops than your enemy, provided<br />

you use a carefully planned strike.<br />

Definition<br />

Morale is the amount of combat confidence possessed by a given unit. It is calculated<br />

per unit and shown per squad and army. Morale is dynamic and changes all the time<br />

to accommodate the changing conditions in this Medieval empire conquering simulation.<br />

Factors<br />

Morale is affected by many factors such as heavy losses, fighting on enemy territory,<br />

night marches, army leaders fighting side by side with the army, and so on. Many<br />

global economic, diplomatic and religious factors can also affect the army’s morale.<br />

The best way to rebuild morale is to camp the army often.<br />

Formations<br />

Since you command squads and not single archers or swordsmen, they can be ordered<br />

to assume three different formations to improve their tactical advantage. Once<br />

your squad assumes formation, you can order it to change formation, or to wheel left<br />

or right. You can also decide whether you want a narrow or a loose formation.<br />

Line Formation<br />

The line formation places the squads in two or three lines (based on the squad size).<br />

This formation is best for polearm units, such as those wielding spears and halberds,<br />

40


since it allows the units in the rear ranks to fight together with those in the first rank.<br />

It is also good for ranged units.<br />

Square Formation<br />

Square is the bread-and-butter formation for the sword-wielding units. It is a robust<br />

formation that turns easily and is quick to face the enemy, avoiding flanking or rear<br />

attacks.<br />

Wedge Formation<br />

This is mainly a cavalry formation and is used to break the enemy’s battle order and<br />

to lower their morale. The wedge is very dangerous, especially when used with heavy<br />

cavalry. It is also recommended to be used by shock troops like the Teutonic Knights.<br />

Narrow formation<br />

Dense formations are more efficient in melee but are also more vulnerable to arrows.<br />

Wide formation<br />

Wide formations are less efficient in melee but are harder to hit with arrows.<br />

Wheeling<br />

You can wheel your squads left and right to improve the effect of the chosen formation<br />

and to avoid flank attacks.<br />

World View Simulation<br />

All battles can be fought without going into the Battle View. Instead, the battle can be<br />

simulated in the Strategic View. During the battle, you can click on it and you will see<br />

the type of battle, the leaders of the armies taking part with their respective bonuses,<br />

and a representation of the course of the battle. All conditions such as army morale<br />

and terrain are taken into account when calculating the outcome of the battle.<br />

Rebels<br />

Rebel armies spawn in provinces where the Rebellion Risk has become unbearably<br />

high. They always have a leader: the Rebel. Rebels have no banner and dress in white.<br />

Rebel armies usually consist of angered Peasants. If you do not fight the Rebels, they<br />

may decide to assault your town and claim independence. After a while, a Rebel becomes<br />

a Famous Rebel, making him much harder to beat. At this point, they start attacking<br />

neighboring provinces. Rebels disappear when the Rebellion Risk decreases<br />

or when killed.<br />

Loyalists<br />

After a province has been conquered and the realm changes the kingdom’s ownership,<br />

nostalgia may be so strong among the population that Loyalist armies may<br />

spawn. These units still feel loyal to their old kingdom and start to plunder or attack<br />

41


the new ruler’s armies. Loyalists can be easily identified as they carry two flags, one<br />

white (for rebels) and one with the old ruler’s banner. They fight independently and<br />

cannot be controlled by the player. They disappear either when nostalgia decreases or<br />

when killed. The nostalgia is gradually decreased when the kingdom is at peace with<br />

all other kingdoms.<br />

Mercenaries<br />

From time to time, you will get a message that Mercenaries are camped near one of<br />

your towns. To find out what units are sitting within the Mercenary camp, you have to<br />

click on it. If there are squads you like, you can hire them for a price much lower than<br />

it would cost to produce them yourself. It is always worthwhile to find out what units<br />

they offer, as it is possible that very advanced and rare units are offering their services.<br />

To hire units, you must bring a Marshal to the camp.<br />

Crusader Armies<br />

When your Cleric has been appointed Pope, you can assign your Marshals to be Crusaders<br />

and lead Crusader armies. You can then tell each Marshal to begin a Crusade<br />

against ex-communicated and non-catholic kingdoms.<br />

Economy<br />

In order to have a better understanding of the economy in Knights of Honor, you have<br />

to grasp the structure of the economic system. No matter which flag you choose, you<br />

will always start the game with one kingdom. Some kingdoms only have one province,<br />

others have many provinces. In order to transform your kingdom into an empire, you<br />

need to know the building blocks of your kingdom.<br />

Kingdom Treasury<br />

Every action you take needs a certain investment on your side. You can accumulate<br />

resources so that when the time is right you can spend them to build an army, call a<br />

crusade or take over a conquered town more quickly. A short summary of your global<br />

treasury can be found in the upper right part of the screen and detailed information<br />

in the Kingdom Wealth screen, which you can open from the bottom interface or by<br />

clicking on one of the three symbols in your Kingdom Treasury.<br />

Gold<br />

Your primary resource is gold. You can earn gold in many ways. Your main sources<br />

of income are taxes, direct income from certain buildings, trade, diplomatic tributes,<br />

religious payments, plundering, and so on.<br />

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Income<br />

Your income statement shows where your gold comes from. The income from trade is<br />

summarized. If you want to check how much a particular route is making, just roll your<br />

mouse pointer over the Merchant.<br />

All happy citizens pay taxes. If you raise the tax level, you will collect more but you will<br />

have more unhappy citizens who don’t pay taxes. As a result, you should be careful<br />

when you raise the taxes, because you can occasionally lose money. On the other<br />

hand, if your citizens are excessively happy, you could raise the tax level and greatly<br />

increase your income. Excessive happiness is an profitable luxury. If your income is<br />

greater than your expenses, your profit is shown in green.<br />

Expense<br />

The expenses part of your income statement shows all regular money outflows. The<br />

upkeep for your knights is one of the major expenses. The upkeep is progressive, so<br />

for each additional knight in a profession, you will pay more. This means that having<br />

three Marshals will cost almost twice as much as having a Marshal, a Cleric and a<br />

Spy. Members of your Royal Family don’t require upkeep, so use them as wild cards.<br />

You incur expenses if you import resources or if you have to pay vassalage or religious<br />

fees. If your expenses are more than your income, your loss is shown in red.<br />

Inflation<br />

The most important expense is inflation. It appears when the gold in your treasury<br />

is much greater than the gross income of your kingdom. You can avoid inflation by<br />

spending some of the gold in your treasury or by increasing your income. Please note<br />

that inflation takes your income into account, so even if you are operating at a loss, a<br />

sufficiently high income will still prevent inflation.<br />

Piety<br />

Piety is a resource that quantifies the religious fervor possessed by your kingdom<br />

and your subjects. It is produced in town-based churches and cathedrals, as well<br />

as in monasteries/mosques. You need to spend piety for many religious and state<br />

activities.<br />

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Books<br />

Books are very important to your cultural advancement. Books are written in libraries<br />

and universities and your Clerics automatically write books when assigned as governors.<br />

You need books to adopt populations in conquered territories and to educate<br />

your knights.<br />

Kingdom Power<br />

Kingdom Power is a representation of your kingdom’s stability and prosperity. The<br />

greater your power, the better it will be. Each level of Kingdom Power will bring you reduced<br />

risk of rebellion and additional gold income. You can raise your Kingdom Power<br />

at any time by paying a certain amount of gold and piety, based on your kingdom’s<br />

size and constitution. Dishonorable diplomatic activities on your part will greatly hurt<br />

your Kingdom Power. The kingdom power meter is in the upper left part of the screen<br />

and ranges from -5 to +5.<br />

Towns<br />

In every province, there is one town. It is the heart of the province, and all settings affecting<br />

your province are made here. Your towns will gradually develop, and with every<br />

new improvement you make, they will increase in size and capacity.<br />

Clicking on any of your towns will open the town interface, which offers a lot of information,<br />

including how much the town is producing, the risk of revolt, the governor, the<br />

garrison and deployed armies, and so on.<br />

Town Resources<br />

Population Books In addition to the global resources collected<br />

Piety in the kingdom treasury, every town has a<br />

stock of local resources made up of food<br />

Gold and workers, which are produced and used<br />

Workers only in the towns. All resources are col-<br />

Food Food Storage lected from the rural areas, at which point<br />

the local resources are filtered into the town treasuries while the global resources are<br />

redirected to the Kingdom Treasury. In addition to the production in the rural areas,<br />

every town has a base amount of gold, food and workers that it produces. All production,<br />

including base town production, can be increased through certain buildings and<br />

improvements.<br />

Food<br />

Food is produced on farms and some town buildings, and is stored locally. It is part of<br />

the cost of recruitment for new units, and is also used during sieges to replenish the<br />

army’s food supply.<br />

44


Workers<br />

The workers are a representation of the town’s building potential, and mostly come<br />

from outlying villages. Some buildings also grant additional workers. The more workers<br />

a town has, the faster its improvements will be completed.<br />

Town Improvements<br />

In every town, you can build a number of improvements to unlock<br />

new buildings or to enhance resource production,<br />

defense capabilities and unit recruitment.<br />

There are three groups of buildings:<br />

military, civilian and advanced. You can only make 18 improvements<br />

to your town, so choose carefully. To erect a new building,<br />

click on an empty slot and all available buildings will appear.<br />

Buildings which cannot yet be built are darkened and buildings<br />

which cannot be built at all are shown as grey stones. To find out<br />

about their requirements, roll the mouse pointer over them.<br />

Happiness and Revolt Risk<br />

Depending on your actions, there can occasionally be the risk<br />

of rebellion. You can check what exactly is causing the risk by<br />

opening the Revolt Risk window. If the risk is<br />

negative, you need not worry; if positive, the<br />

chance of an outbreak of rebellion is much more likely.<br />

Rural Areas<br />

As previously mentioned, all resources are produced in rural areas.<br />

Each time you start the game, the rural areas will be reset<br />

and you will have a different choice of rural areas to play with,<br />

even if you are playing with the same kingdom. After specific<br />

buildings have been constructed, you can increase the rural areas’<br />

production.<br />

Farms<br />

The farms produce food.<br />

Monasteries / Mosques<br />

Piety is raised in the monasteries / mosques.<br />

Villages<br />

The villages provide the town with workers.<br />

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Coastal Villages<br />

In coastal villages, you earn gold from the trading taking place there. Coastal Villages<br />

grant the town additional buildings and are only available in provinces with a path to<br />

the sea.<br />

Governing a Province<br />

You can assign all types of knights to be governors in your towns, with the exception of<br />

Marshals and Spies. A town can only have one governor and he will give you different<br />

bonuses, depending on his profession. Some of the game’s functionality will be available<br />

to the knights only if they are governors. For example, the Cleric can convert the<br />

religion of a given province only if he is governing it.<br />

Kingdom Advantages<br />

Kingdom advantages are rare economic achievements that give your kingdom unique<br />

bonuses. You can see all advantages and their respective bonuses in the Kingdom<br />

Advantages window. In order to achieve an advantage, you have to possess all the<br />

Trade Goods and Exotic Goods shown below each of the advantages. The advantages<br />

you currently do not possess are shown as silhouettes. When you gain one of these<br />

Kingdom Advantages, it will become fully colored. When a province which produces<br />

one or more of the goods necessary for a Kingdom Advantage is lost to the enemy,<br />

the Kingdom Advantage will also disappear immediately, and a replacement for the<br />

resource must be found.<br />

46


Age of Discoveries<br />

Entering the Age of Discoveries will allow you to access never-before-seen<br />

riches. Your ships return fully loaded from the New World and cause all your<br />

coastal villages to raise additional gold.<br />

Age of Enlightment<br />

Accessing the Age of Enlightenment will allow you to hire the most respected<br />

scientists, doctors and philosophers to teach at your universities. The production<br />

of books written in your universities also increases.<br />

Crop Rotation<br />

Crop Rotation is an outstanding farming achievement. It enables your farmers<br />

to exploit your farmlands more effectively and increases food output while<br />

granting you additional food storage within your towns.<br />

Glorious Conquest<br />

Creation of the Glorious Conquest will improve your military ability immensely.<br />

It causes all of your units to fight even more bravely and to have a higher<br />

morale.<br />

Grand Cathedral<br />

The main achievement of the Grand Cathedral is to increase the faith within<br />

your kingdom. Visitors to your cathedrals will be awed and piety production<br />

is increased.<br />

Grand Fortress<br />

Creating the Grand Fortress makes your population feel safer and more<br />

secure under your protection. During sieges, your towns can stand longer<br />

against the besieging enemy.<br />

Secret Order<br />

Establishing the Secret Order gives your spies a significant advantage in espionage.<br />

Your spies get better training and gain more knowledge, improving<br />

their chance of success.<br />

Silk Route<br />

Discovery of the famous Silk Route grants you access to previously unknown<br />

precious goods. The demand for these goods is so high that the income from<br />

all your merchants increases.<br />

Spring Festivals<br />

Granting your citizens Spring Festivals provides a welcome alternative to their<br />

daily hard work. The ale consumption increases and famous bards entertain<br />

the people. It increases the happiness in towns that have an inn or hostel.<br />

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Urbanization<br />

Starting the Urbanization of your kingdom attracts more serfs from other<br />

kingdoms to move into your towns, increasing your population.<br />

Province Features<br />

Each province can possess different types of terrain called Province<br />

Features. A province can have up to three or none at all.<br />

These let you build additional structures which can later produce<br />

Trade Goods. For instance, the Province Feature known as Brine Deposits allows you<br />

to build a Salt Mine.<br />

Trade Goods<br />

Trade Goods are<br />

medieval products<br />

obtained from the<br />

assets in your province<br />

through manufacturing. You have to erect the appropriate buildings to obtain the<br />

required Trade Good. If you cannot produce a Trade Good, you can import it from a<br />

kingdom that does. Just check the Political View via the Province Feature and Goods<br />

filter to see who has the needed Trade Good, then establish a Trade Agreement and<br />

send a Merchant to import the needed product. You can check the Royal Library for a<br />

comprehensive list of all assets and valuables.<br />

Exotic Goods<br />

Exotic Goods are similar to valuables but they cannot be<br />

produced. As the name suggests, they come from exotic<br />

countries and can only be imported by towns which have<br />

built an admiralty. When the province falls into enemy<br />

hands, so does the Exotic Good.<br />

Diplomacy<br />

Almost every action you take has not only military and economic consequences,<br />

but also diplomatic consequences. For starters, you cannot invade<br />

a foreign country without first declaring war. What’s more, conquering<br />

an enemy will cause his friends to heavily dislike you. If you are too<br />

weak, you may find several of your enemies uniting to deal you a coordinated blow. In<br />

other words, you may have a lot of diplomatic work to do before you draw your sword.<br />

In order to engage in diplomatic activities, you have to select the kingdom you want to<br />

negotiate with and ask for an audience with the current ruler.<br />

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Rumours<br />

Relationship<br />

Age<br />

Potrtrait<br />

Click to open audience window<br />

Personalities Stances<br />

King Personalities<br />

Every kingdom is represented by a ruler. Clicking a specific kingdom will display its<br />

ruler’s portrait. Every ruler has personality traits which play an important role in their<br />

decisions on all diplomatic and military matters.<br />

Ungrateful<br />

An ungrateful ruler is more likely to ask for more tribute than to perform goodly<br />

deeds.<br />

Ruthless<br />

A ruthless ruler is more likely to break agreements and promises. He is also more<br />

likely to plunder.<br />

Militarist<br />

A militaristic ruler is more likely to go to war and is reluctant to accept peace.<br />

Timid<br />

A timid ruler is more likely to underestimate himself and is easier to persuade. He is<br />

also more likely to be weaker in his choice of language.<br />

Greedy<br />

A greedy ruler is more likely to be interested in buying cheaply while selling expensively.<br />

He is also likely to negotiate terms.<br />

Honourable<br />

An honourable ruler is more likely to keep promises, and is also more upset about<br />

broken promises.<br />

Grateful<br />

A grateful ruler is more likely to improve his relations with kingdoms who offer gifts<br />

and perform good deeds.<br />

Religious<br />

A religious ruler is more likely to focus on religious development, and prefers to deal<br />

with kingdoms of his own religion.<br />

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Arrogant<br />

An arrogant ruler is more likely to overestimate himself and is less afraid of others. He<br />

also tends to speak rudely more often.<br />

Expansionist<br />

An expansionist ruler is more likely to agree to higher terms when acquiring land and<br />

does not easily give land away. He is easily upset about lost land.<br />

Pacifist<br />

A pacifistic ruler is more likely to quickly agree to peace and often hesitates to go to<br />

war.<br />

Vassalage/Independency<br />

Kingdoms can be independent or they can be a vassal to a stronger kingdom. If a kingdom<br />

is a vassal, it cannot follow a diplomacy that is different from its patron. The only<br />

option a vassal kingdom has is to declare independence, in which case war is declared<br />

on the former sovereign. Being a vassal also means paying 50% of one’s total income<br />

to the overlord as a constant form of tribute.<br />

Stances<br />

The diplomatic situation changes constantly. The stances between kingdoms include<br />

being at war, being at peace, kin, trading, non-aggression or allied. When the stance<br />

is “at war”, the only option is to negotiate for peace.<br />

Relationship<br />

The relationship is the foundation of all politics. Your kingdom’s<br />

relationship with your neighbors, friends and enemies<br />

will change dynamically with every action you take<br />

and sometimes even without your involvement. Other kings’ decisions mostly depend<br />

on their relations with you. If the relationship is good, the chances of a ruler accepting<br />

a diplomatic proposal are higher. A good relationship does not automatically mean you<br />

are at peace, nor does a bad one mean you are at war. However, if your relationship<br />

with someone is poor and you do something which angers them, chances are good<br />

that they will declare war.<br />

Agreements<br />

In Knights of Honor, you can have several diplomatic agreements. Agreements can be<br />

seen as contracts signed between two kingdoms.<br />

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Trade agreement<br />

This agreement enables you to trade with a given kingdom. It establishes a trade route<br />

between one kingdom and another. If you assign a Merchant to this route, he can<br />

either trade for gold or import goods.<br />

Pact of Non-Aggression<br />

This agreement is a mutual promise to not attack one another so long as the agreement<br />

exists. You have to have a trade agreement in place to sign this. If you break<br />

this agreement, you will suffer a penalty to your Kingdom Power and all kingdoms will<br />

regard you as less trustworthy.<br />

Alliance Pact<br />

This agreement is one step further than the Pact of Non-Aggression, in that it contains<br />

a promise of help against a common enemy. You have to have both a Trade agreement<br />

as well as a Pact of Non-Aggression in order to sign this one. If you break this<br />

agreement, you will suffer a severe penalty to your Kingdom Power and all kingdoms<br />

will regard you as much less trustworthy. When signed, a new option becomes available<br />

in the audience window, allowing you to invoke the alliance when you are at war<br />

with someone else.<br />

Diplomatic Assets<br />

When negotiating a given agreement, you may be asked for certain diplomatic assets<br />

to sweeten the deal. You can also initiate such an offer yourself, or you may choose to<br />

demand assets from other kingdoms.<br />

The available diplomatic assets are:<br />

Gold<br />

You can offer gold to the selected ruler. When offering gold, you can choose between<br />

suggested amounts of gold. The higher the amount, the more pleased the selected<br />

ruler will be. You may also request gold from the selected ruler.<br />

Land<br />

To please the selected ruler, you can offer him one of your provinces. You can theoretically<br />

grant him all of your provinces but one. Similarly, you can also demand land from<br />

him, unless he has but one province remaining.<br />

Royal Wedding<br />

The princesses are a great asset. Arranging a wedding with a foreign prince or king<br />

makes your kingdoms kin, greatly increasing the relationship. However, do not forget<br />

that doing so can earn you the right to claim land when the other ruler passes away,<br />

whether of natural causes or covert action by one of your spies.<br />

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Vassalage<br />

Your greatest asset is your independence. If you give it up, you are then ruled by another<br />

kingdom. However, sometimes it is better to have a strong protector.<br />

Diplomatic Actions<br />

Depending on your kingdom’s state different diplomatic options are open to you.<br />

At peace<br />

When you are at peace with the kingdom with which you are negotiating, you can<br />

offer a gift, propose a wedding or propose a trade agreement. You can also demand<br />

an attack on another kingdom or that they break off relations with another kingdom.<br />

Of course, you can also choose to break off all relations or declare war, which will allow<br />

you to attack enemy buildings or armies. If you break off relations, your Kingdom<br />

Power will drop.<br />

Existing Trade Agreement<br />

When you trade with another kingdom, you have the same options as if you were at<br />

peace, except that you can now offer a Pact of Non-Aggression.<br />

Existing Pact of Non-Aggression<br />

When you have a Pact of Non-Aggression, you have the same options as if you were at<br />

peace, except that you can now offer an Alliance Pact. If you break your agreements,<br />

your Kingdom Power will drop.<br />

Existing Alliance Pact<br />

If you are allied with the kingdom with which you are negotiating, you can invoke your<br />

alliance to make him attack a kingdom with which you are at war.<br />

Being Vassal<br />

If you are vassal to another kingdom, the only option you have is to declare independence.<br />

This means you are automatically at war with your former overlord but you get<br />

full access to negotiate with this kingdom.<br />

At war<br />

If you are at war, you can only propose a peace agreement.<br />

White Peace<br />

If you feel that you and your enemy are equally matched, you can propose a white<br />

peace. This means that the war will end immediately without further repercussions.<br />

Tribute<br />

52<br />

If one side performed much better than the other in a given war,<br />

they may want a certain tribute before signing the peace agreement.<br />

The tribute is in the form of one or several diplomatic assets.<br />

You can demand or offer tribute.


Espionage<br />

The dark and shady ways of the Spy are yet another way to help your kingdom to<br />

become an Empire.<br />

Infiltration<br />

In order to be able to conduct Espionage, you must have a knight assigned<br />

as a Spy. After you have assigned a Spy, you must select the kingdom<br />

you want him to infiltrate. He will then enter the kingdom unrecognized<br />

and wait to be assigned as a member of the enemy court. Every time the<br />

enemy hires a knight in his court, there is a chance that this knight will be your Spy.<br />

The more experienced he is, the faster this will happen. However, it is possible that the<br />

court may choose to wait some time before assigning new knights. During the infiltration<br />

process, a small eye icon appears below the Spy’s portrait.<br />

Active Spy<br />

Once the Spy manages to successfully infiltrate the other kingdom’s Royal Court, you<br />

will be notified. At this stage, new options are available to you. The icon below the<br />

Spy’s portrait also changes to match the profession he is assuming in the foreign<br />

Royal Court.<br />

Spy Actions<br />

The actions your Spy can perform depend greatly on the profession he has been<br />

assigned. For example, if he is hired as a Marshal, he can induce the army to revolt<br />

or sign a secret peace treaty with you. If he is a Cleric, he can secretly spread your<br />

religion instead of that of the enemy. He can even become King of the enemy kingdom<br />

if the King dies and there are no heirs. Explore the opportunities available when your<br />

Spy is hired for different professions.<br />

Propagate Culture (Cleric)<br />

Raises nostalgic feelings in all border provinces of the infiltrated kingdom.<br />

Spread Heresy (Cleric - governing)<br />

Makes a province accept paganism as their religion.<br />

Spread Religion (Cleric- governing)<br />

Makes a province accept your religion.<br />

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Hand over Town (Builder, Landlord, Merchant, Cleric governing)<br />

When governing a town, the Spy can hand over the town without a fight.<br />

Claim Independency (Builder, Landlord, Merchant, Cleric governing)<br />

The spy claims independence for the province he is governing and he becomes<br />

king of the newly formed kingdom. The relationship towards you will be very<br />

good.<br />

Steal Gold (Merchant)<br />

The spy steals gold from the other kingdom’s treasury.<br />

Sabotage Trade Route (Merchant trading)<br />

This will make the infiltrated kingdom’s trading partner cancel their trade agreement.<br />

Arrange Annexation (Merchant)<br />

This allows you to annex all of the other kingdom’s lands. You can only issue this<br />

command when the other kingdom is smaller than yours, or a vassal.<br />

Assassinate King (Spy idle)<br />

The spy will try to kill the other kingdom’s ruler.<br />

Assassinate Royal Family (Spy idle)<br />

The spy will try to kill a member of other kingdom’s Royal Family.<br />

Nasty Gossip (Spy)<br />

The spy can make the other kingdom break all agreements with you. Useful<br />

when you want to attack and avoid the drop in Kingdom Power that arises from<br />

breaking all agreements.<br />

Peace Persuasion (Marshal)<br />

The spy will persuade the other ruler to offer you peace.<br />

Instigate Army Revolt (Marshal)<br />

This will turn all of the other kingdom’s armies into rebel armies which then start<br />

to fight their former ruler.<br />

Excommunicate (Cleric who is Pope)<br />

The spy excommunicates another kingdom for you.<br />

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Declare War (Puppet King)<br />

Your Spy, the puppet King, declares war on another kingdom.<br />

Divert Crusade (Marshal who is Crusader)<br />

When participating in a Crusade, the Spy can divert the Crusade against someone<br />

else.<br />

Hand over Crown (Puppetking)<br />

When your spy becomes King, you can ask him to hand over the crown to you,<br />

and all the lands will fall to your kingdom.<br />

Invade (Marshal who is rebel)<br />

When your Marshal leads a rebel army you can order him to invade a specific<br />

province.<br />

Preach Crusade (Infiltrated spy as Cleric is Pope)<br />

The spy calls for a Crusade against a specific kingdom. The spy must be infiltrated<br />

into the Papacy as Cleric and elected Pope.<br />

Counter-espionage<br />

You can protect your court from enemy spies by keeping a spy unassigned. Only<br />

when staying in the court will he actively search for enemy spies and inform you of<br />

their presence. The more experienced he is, the greater the chances are that he will<br />

detect foreign spies.<br />

Capturing<br />

If your spy fails on a mission or is revealed by a counterspy, he may be<br />

captured. If captured, he will go to prison and you will either have to ransom<br />

him out or deny any connection with him by ignoring his pleas to free<br />

him, thus abandoning him. The chance of success increases once more<br />

experienced spies have infiltrated the court.<br />

Religion<br />

Just as in the Middle Ages, religion plays a very important role in Knights of Honor.<br />

Your kingdom can follow one of the four different religions, each of which has its advantages<br />

and disadvantages.<br />

Catholic<br />

The Catholic religion is common to most of Western Europe. It descends<br />

from Rome and the Pope is its patron. Catholicism gives a kingdom an income<br />

bonus. If you are Catholic, you must behave properly, refraining from<br />

55


attacking other Catholic nations and keeping up your relations with the Pope. If the<br />

Pope decides that you are not behaving properly enough, he can excommunicate you.<br />

You then lose all bonuses and other Catholic kingdoms can attack you without penalty,<br />

and may even declare a crusade against you. The Catholic kingdoms are the only ones<br />

that can call for crusades.<br />

Orthodox<br />

The Orthodox church is based in Eastern and Southeastern Europe. The<br />

Orthodox church’s patron is the Patriarch. If you play an orthodox kingdom,<br />

you will at first be subordinate to the Byzantine Patriarch. As a subordinate,<br />

you will automatically receive income and piety bonuses, but your armies will have a<br />

lower morale than normal. At any point later on, you can declare your church to be<br />

independent. To do so, your Royal Court must contain a level five Cleric, who then becomes<br />

your own Patriarch. The Cleric has to be a normal knight and not a member of<br />

the Royal Family. When you become an Independent Orthodox kingdom, you will have<br />

a book bonus and your armies’ morale will be normal but the gold and piety bonuses<br />

will be gone. Your Patriarch ages normally and will eventually die of old age. When this<br />

happens, you have to have an eligible replacement or your church will lose its independence<br />

and you will again be subordinate to Byzantium. Of course, you can play<br />

as the Byzantine empire. When you do so, you do not suffer the morale penalty, and<br />

still enjoy the benefits of the piety and gold bonuses. Additionally, you will have a new<br />

income subject on your balance sheet where you receive a constant payment from all<br />

subordinated Orthodox kingdoms.<br />

Muslim<br />

The Muslim kingdoms are based in North Africa and the Middle East as well<br />

as southern Spain in the early periods of the game. The Muslim religion<br />

gives a bonus on your units’ morale. This religion doesn’t have a patron.<br />

Only Muslim nations can call a Jihad, which is for defensive purposes only. When a<br />

Jihad is called, rebel armies spawn at the Mosques and attack any infidel army within<br />

the kingdom’s territory.<br />

Paganism<br />

The pagan kingdoms are mainly descendants of the tribes that invaded Europe during<br />

the Dark Ages. If you play as a pagan kingdom, you don’t collect piety at all and you<br />

suffer a penalty to your kingdom’s income.<br />

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Conversion<br />

When you conquer a province with a religion different than that of your own, you can<br />

choose to convert it to the state religion. This is done with the help of a Cleric assigned<br />

as governor of the province. A province with a different religion increases the unhappiness<br />

and risk of rebellion in the province.<br />

Accepting new Religion<br />

You can change your kingdom’s religion at any time, although you need to have<br />

enough provinces of the chosen religion in your possession. It also costs you gold<br />

and piety. When you do this, your Kingdom Power will drop dramatically and you will<br />

have to convert all your provinces to the new religion one by one. It is not possible to<br />

embrace Paganism.<br />

Religious figures<br />

Throughout history each religion has had its focus points. In Knights of Honor we have<br />

recreated the Vatican and The Byzantine Patriarchy.<br />

The Pope<br />

The Pope is the head of the Roman Catholic church. He is the principal<br />

of the only unplayable kingdom in the game The Papal States. He has<br />

a special status because he can excommunicate kingdoms that have<br />

strayed from the path of god or call crusades against infidels (including<br />

excommunicated Catholic kingdoms). When the Pope dies a new one is elected from<br />

all available Clerics in all Royal courts from all catholic kingdoms. The stronger the<br />

kingdom and the higher the Cleric’s level the better the chance of his being elected<br />

Pope. If your cleric gets elected Pope you will be able to excommunicate and call<br />

crusades through him. But be careful; if you abuse this power the Pope can even get<br />

angry at you.<br />

Patriarch<br />

The Patriarch has no special functions except that if you have an independent<br />

church and you assign your Patriarch as governor, he will<br />

perform his duties far better than an ordinary Cleric.<br />

Note: When a kingdom has been excommunicated or has declared independence,<br />

the religious symbols change into flaming icons.<br />

57


Multiplayer<br />

Knights of Honor can be played simultaneously by six people over LAN, TCP/IP Internet<br />

or through the GameSpy matchmaking service. You can test your battle skills against<br />

your friends in four different modes.<br />

Setting Up A Multiplayer Game<br />

Joining an existing game<br />

To join an existing game:<br />

1. Run Knights of Honor<br />

2. Select Play with Friends in the main menu<br />

3. Define the preferred connection type<br />

a. When you want to play via TCP/IP or GameSpy you have to be connected with your<br />

ISP.<br />

4. Select one of the available games<br />

a. If you play via TCP/IP you need to know the host computer’s IP address<br />

1.2. Creating your own game<br />

To create your own game<br />

1. Run Knights of Honor<br />

2. Select Play with Friends in the main menu<br />

3. Define the preferred connection type<br />

a. When you want to play via TCP/IP or GameSpy you have to be connected with your<br />

ISP.<br />

4. Click on Create Game<br />

5. Enter the game’s name<br />

6. Select the multiplayer mode<br />

7. Define the number of players<br />

a. Historical Battles is 2 players only<br />

8. If you want to protect your game with a password, click on locked<br />

Differences<br />

There is one notable difference from the Battle View within the standard Single Player<br />

gameplay: when your units camp during battle, they increase their morale and replenish<br />

projectiles, except in the Historical Battles.<br />

Setup before start<br />

Once you have created a game, you will find yourself in the multiplayer lobby. Here<br />

you can chat with the other players, decide which team you want to play, and the<br />

team color / banner. In King of Towers and Town Assault, the player can purchase<br />

58


their units. In Open Battlefield, each player gets a randomly chosen set of units, and in<br />

Historical Battles, these are always predefined.<br />

Status<br />

Banner<br />

Team<br />

Colour<br />

Purchase<br />

Units<br />

Cancel<br />

Player Mode Mapname<br />

Chat Logo<br />

Ready<br />

Chat line<br />

Change<br />

Team<br />

Start<br />

Player<br />

This shows the portrait, name and title of the profile you have chosen in the Knights<br />

of Honor main menu.<br />

Status<br />

This shows if the player is ready or still changing settings. The game can’t start until<br />

all player statuses change from a red cross to a green checkmark.<br />

Banner<br />

This shows the banner of the player’s own units. Clicking with the left mouse button<br />

lets you change your secondary color, and you can change your ornament by clicking<br />

with the right mouse button. The banner you see is formed by the primary (team) color,<br />

the secondary color and the ornament.<br />

Team Colour<br />

This is the primary team color and can be changed by clicking it. It applies to all team<br />

members.<br />

Crown<br />

The crown represents the player who created and is currently hosting the multiplayer<br />

game.<br />

59


Purchase Units<br />

To purchase units, you have to click here. This option is only available in the King of<br />

Towers and Town Assault modes. You can purchase predefined sets of units but you<br />

cannot mix units from different sets.<br />

Chat<br />

Players can chat with one another. You can type your sentence in the chat line and<br />

then click send. The spoken text always appears next to the avatars. To review a conversation,<br />

you can open the chat log.<br />

Ready button<br />

When you have finished adjusting your settings, you can click the Ready button, which<br />

changes the status icon from a red cross to a green checkmark.<br />

Changing team<br />

Click here to join the other team. You can only do this when the other team still has<br />

an empty slot.<br />

Start<br />

Once all settings are complete and the Ready buttons have been hit, you have to click<br />

here to start a multiplayer game. The button is disabled until you and the other players<br />

have all hit the Ready button.<br />

Multiplayer Modes<br />

Knights of Honor features four multiplayer game modes. Each mode has it own rules<br />

and objectives.<br />

Open Battlefield<br />

When playing an Open Field battle, you play with randomly chosen units on a randomly<br />

generated map. If your knight gets killed, you instantly lose the game.<br />

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Town Assault<br />

Town Assault is similar to the Open Field Battle with a few differences. All of the defenders<br />

are spawned inside a town that they will have to defend. Again, if you lose<br />

your knight, you lose the game.<br />

Historical Battles<br />

Some of the most thrilling historical battles of all time have been recreated in this section.<br />

You can choose whichever side you want and play the following battles. These<br />

battles are for two players only and are played on an open field.<br />

Lechfeld (955 AD)<br />

The Magyar threat escalated quickly in the middle of the tenth century. Otto I assembled<br />

a strike force of 4000 heavy armored knights and rode to meet the Magyar<br />

army near Augsburg. The battle took place between the Lech and Schmutter rivers.<br />

Otto achieved a resounding victory, managing to capture or kill most of the Magyar<br />

nobility, effectively putting an end to the Magyar invasion.<br />

Hastings (1066 AD)<br />

Fought on October 14, 1066, between William, Duke of Normandy and King Harold<br />

Godwinson of England, this battle was a major turning point in English history. This<br />

battle is also remembered for the heavy casualties that were suffered by both sides.<br />

The Battle of Hastings was the last time England was successfully invaded and conquered<br />

by a foreign army.<br />

Hattin (1187 AD)<br />

The battle of the Horns of Hattin on July 4, 1187, was one of the bloodiest battles of<br />

the Crusades. Its final outcome was disastrous, with the end result being the destruction<br />

of the Crusader army of the kingdom of Jerusalem. It also led to the eventual<br />

capture of Jerusalem by the Muslim forces of Saladin. He destroyed the Crusader<br />

kingdom and, in a way, created the motives for the Third Crusade.<br />

Lake Peipus (1242 AD)<br />

The battle at Lake Peipus was fought between the Teutonic Knights and the inspirational<br />

Kniaz of Novgorod, Aleksander Nevski. The Teutonic Order had the backing of<br />

the Pope and the Emperor of the Holy Roman Empire but they still could not break the<br />

resistance of the Russian city-state. This fierce battle at the frozen shores of the Baltic<br />

lake brought the Eastern Crusades to an end.<br />

Bannockburn (1314 AD)<br />

Bannockburn was the climax of King Robert the Bruce’s career. The death of ‘iron’<br />

Edward I (Longshanks) had left England to be ruled by his son and heir Edward II,<br />

who was not forged from the same mould as his father. His carelessness allowed the<br />

Scots to recover from the heavy blows his father had dealt them, and by 1314, Robert<br />

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the Bruce had captured almost every English city north of York. Edward II gathered an<br />

army and marched forth to subdue the Scots, but Bruce won the decisive battle at<br />

Bannockburn, thus giving Scotland its independence.<br />

Nikopolis (1396 AD)<br />

By the late 14th century, the once-mighty Byzantine Empire had been reduced to little<br />

more than the city of Constantinople. In 1391, the Ottoman ruler Bayazid besieged the<br />

city. Pope Boniface IX called for a crusade, and John De Nevers, the son of the Duke<br />

of Burgundy, led a Bracno-Burgundian army to fight the Ottomans. He was joined<br />

by King Sigizmund of Hungary. The crusaders met the Ottomans at Nikopol on the<br />

Danube. The arrogance of the French nobles was once again shown when John De<br />

Nevers led his knights into a frontal charge of the Ottoman positions without waiting<br />

for the bulk of the army to follow. The Turks took advantage of this reckless act and<br />

counter-attacked the Franks with their heavy cavalry and Serbian allied regiments. The<br />

last Crusade ended infamously on the banks of the Danube.<br />

King of Towers<br />

King of Towers is a special mode of play where both sides compete for the towers<br />

on the battlefield. In this mode, you will play on an open field with a set number of<br />

towers. In the beginning, the towers are neutral. You have to capture as many towers<br />

as possible, for every tower in your possession generates an additional amount of<br />

money. If you order your knight to camp, you can purchase additional units for your<br />

army from the knight’s tent. The goal of the game is to capture all of the towers or to<br />

kill all enemy knights.<br />

62


Controls<br />

Battle View<br />

Action .................................................................................................. Controls<br />

Single squad selection .................................................................................LMB<br />

Multiple squads selection ...............................................................SHIFT + LMB<br />

Group squads ............................................................................ CTRL + (1….0)<br />

Group selection ......................................................................................... 1…0<br />

Draw formation ............................................................RMB + Mouse movement<br />

Default squad command ...........................................RMB over target/destination<br />

Squad command .......................................................LMB over target/destination<br />

Set Waypoint ................................................................. SHIFT + RMB on terrain<br />

Center screen on squad ...........................................................................SPACE<br />

Center and select Marshal 1 .....................................................................ALT+1<br />

Center and select Marshal 2 .....................................................................ALT+2<br />

Select all squads on field ....................................................................... CTRL+A<br />

Attack .............................................................................................................A<br />

Move ..............................................................................................................W<br />

Run .................................................................................................................U<br />

Charge Enemy ................................................................................................ C<br />

Mobilize/Camp .................................................................................................P<br />

Shoot ............................................................................................................. O<br />

Cease Fire / Continue Firing - toggle .................................................................F<br />

Stand Ground / At ease - toggle ....................................................................... G<br />

Squad info - experience .................................................................................F5<br />

Squad info – stamina .....................................................................................F6<br />

Squad info – arrows .......................................................................................F7<br />

Squad info – men count .................................................................................F8<br />

Squad info - morale .......................................................................................F9<br />

Select complete army 1 ........................................................................ SHIFT+A<br />

Select complete army 2 ............................................................................ALT+A<br />

Wedge formation ............................................................................................W<br />

Square formation ............................................................................................ Q<br />

Line formation ..................................................................................................I<br />

Widen formation ............................................................................................. D<br />

Narrow formation ............................................................................................ N<br />

Turn left ...........................................................................................................E<br />

Turn right ........................................................................................................R<br />

Strategic View<br />

Action .................................................................................................. Controls<br />

Army selection ............................................................................................LMB<br />

Default army command .............................................RMB over target/destination<br />

Army command ........................................................LMB over target/destination<br />

Set Waypoint ................................................................. SHIFT + RMB on terrain<br />

Open Menu .................................................................................................ESC<br />

Open Royal Library .........................................................................................F1<br />

Quicksave .....................................................................................................F2<br />

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Quickload ......................................................................................................F3<br />

Open Royal Dynasty .......................................................................................F5<br />

Open Kingdom Wealth ....................................................................................F6<br />

Open Kingdom Advantages .............................................................................F7<br />

Open Province Overview .................................................................................F8<br />

Open Kingdom Rankings ................................................................................F9<br />

Toggle between Political View and Strategic View ...........................................F10<br />

Opens Audience Window of another kingdom ................................................... D<br />

Opens Town Development menu of selected town ..............................................B<br />

Opens Happiness menu of selected town ......................................................... H<br />

Default view minimap ......................................................................................M<br />

Open Load Dialog ............................................................................................L<br />

Open Save Dialog ............................................................................................S<br />

Refills all squads when deployed in town ...........................................................R<br />

Alphabetical order of towns when assigning governor .........................................A<br />

Captured time order of towns when assigning governor ......................................T<br />

Center screen on currently selected object ................................................SPACE<br />

Board Ship ....................................................................................Numpad 1, O<br />

Land ............................................................................................. Numpad 2, N<br />

Build ship ...................................................................................... Numpad 3, U<br />

Fortify Army ....................................................................................Numpad 4, F<br />

Attack Army ................................................................................... Numpad 5, A<br />

Siege Town ......................................................................................Numpad 6, I<br />

March .......................................................................................... Numpad 7, W<br />

Stop ...............................................................................................Numpad 8, T<br />

Camp ............................................................................................ Numpad 9, C<br />

Jumping between war events .............................................................Backspace<br />

Political View<br />

Action .................................................................................................. Controls<br />

Own kingdom selected .............................................................................SPACE<br />

Kingdoms Filter .................................................................................. Numpad 7<br />

Relations Filter ................................................................................... Numpad 8<br />

Stances Filter ..................................................................................... Numpad 9<br />

Religions Filter ................................................................................... Numpad 4<br />

Rebellion Risk Filter ............................................................................ Numpad 5<br />

Province Features and Goods Filter ..................................................... Numpad 6<br />

Units Filter ......................................................................................... Numpad 1<br />

Buildings Filter ................................................................................... Numpad 2<br />

Toggle between Strategic and Political View ..................................Numpad 3, F10<br />

Open Audience Window of other kingdom ......................................................... D<br />

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Town<br />

Improvements<br />

Admiralty<br />

The Admiralty allows exotic resources to<br />

be imported into the coastal village.<br />

Upgrade of: Harbour<br />

Upgradeable to: Coast Guard<br />

Armoury<br />

The Armoury is required for training armored<br />

units within the town.<br />

Requires: Training Grounds<br />

Allows: Plate Armourer, Scale Armourer,<br />

Chain Mail Workshop<br />

Axe Smith<br />

The Axe Smith is required for training<br />

units armed with axes.<br />

Requires: Training Grounds<br />

Bakery<br />

The Bakery increases the ability of the<br />

town to support its citizens with pastries.<br />

It increases both food storage and food<br />

supply.<br />

Requires: Granary<br />

Bonuses: +1 food in all farms, +200 extra<br />

food storage in the province<br />

66<br />

Ballista Towers<br />

The Ballista Towers are equipped with<br />

ballistae. During sieges and assaults, they<br />

automatically fire missiles towards the<br />

enemy.<br />

Requires: Stone Wall<br />

Bonus: Siege attrition for the town<br />

Bee Yard<br />

The Bee Yard features bee-hives, which<br />

produce honey and beeswax.<br />

Required Province Feature: Fertile Soil<br />

Product: Honey<br />

Bulwark<br />

The Bulwark is a massive stone wall designed<br />

to protect the town. It increases<br />

the amount of time needed for the enemy<br />

to take the town by siege. It also reduces<br />

the attrition amongst the defenders.<br />

Upgrade of: Stone Wall<br />

Butcher<br />

The Butcher supplies the citizens with<br />

fresh meat. This ensures that the towns<br />

will endure longer when under siege.<br />

Requires: Salt Mine, Tool Smithy, Cattle<br />

Farm


Bonuses: +2 food in the town, +1 food<br />

in all farms, +200 extra food storage in<br />

the province<br />

Catapults<br />

The Catapults are placed on the drum<br />

towers. They increase the attrition that the<br />

enemy armies suffer during sieges. The<br />

catapults on the towers are very deadly<br />

and shoot automatically during assaults.<br />

Requires: Tool Smithy<br />

Upgrade of: Drum Towers<br />

Bonuses: Siege attrition for the town<br />

Cathedral<br />

The Cathedral raises more piety in your<br />

province than a simple church. Orthodox<br />

Christians need a cathedral to be able to<br />

claim independence from the church.<br />

Requires: Wax Maker, Dyes Workshop,<br />

Sculptors Guild<br />

Upgrade of: Church<br />

Bonuses: +2 piety in the town, +3 piety in<br />

the monasteries<br />

Cattle Farm<br />

The Cattle Farm supplies cattle, which<br />

can be used to strengthen the economy<br />

of the town.<br />

Allows: Tannery, Butcher<br />

Required Province Feature: Pasture<br />

Product: Meat<br />

Cauldrons<br />

The Cauldrons are placed on top of the<br />

gates. During assaults, they cause deadly<br />

damage to enemies who try to breach the<br />

gates.<br />

Requires: Tool Smithy<br />

Upgrade of: Gate Towers<br />

Chain Mail Workshop<br />

The Chain Mail Workshop is required for<br />

training chainmail-wearing units within<br />

the town.<br />

Requires: Armoury<br />

Church<br />

The Church increases and raises piety in<br />

the provinces. It also raises the price for<br />

religious conversions in this province.<br />

Upgradeable to: Cathedral<br />

Bonuses: +1 piety in the town, +1 piety in<br />

the monasteries<br />

Coast Guard<br />

The Coast Guard watches for enemy ships<br />

in the nearby coastal waters. If the enemy<br />

attempts to land on this realm’s coastline,<br />

the Coast Guards will rise to prevent the<br />

landing.<br />

Requires: Stonemason, Town Watch<br />

House<br />

67


Upgrade of: Admiralty<br />

Bonuses: +5 gold<br />

Corner Towers<br />

The Corner Towers strengthen the town’s<br />

fortifications. They increase the attrition<br />

suffered by the besieging enemy. They<br />

also provide outstanding tactical positions<br />

for the defending archers during<br />

assaults.<br />

Requires: Stone Wall<br />

Bonus: Siege attrition for the town<br />

Docks<br />

The Docks allow small trading ships to<br />

moor in coastal villages, making them<br />

more profitable. As a result, the food supply<br />

for the town is also increased.<br />

Allows: Harbour<br />

Upgrade of: Fishmongery<br />

Bonuses: +2 food, +1 gold in the Coastal<br />

Villages<br />

Drum Towers<br />

The Drum Towers are half-round towers<br />

set in the walls, which create additional<br />

space for units. Drum towers increase the<br />

attrition that the enemy army suffers during<br />

sieges.<br />

Requires: Stone Wall<br />

Upgradeable to: Catapults<br />

Bonuses: +5 siege defense for the town<br />

68<br />

Dyes Workshop<br />

The Dyes Workshop processes minerals<br />

and prepares dyes.<br />

Requires: Tool Smithy<br />

Allows: Cathedral, Tailor<br />

Required Province Feature: Mineral Deposits<br />

Product: Dyes<br />

Fishmongery<br />

The Fishmongery increases the food supply<br />

in the town.<br />

Allows: Pickler<br />

Required Province Feature: Fishery<br />

Upgradeable to: Docks<br />

Bonus: +1 food in the coastal village<br />

Fletcher<br />

The Fletcher crafts bows and arrows. He<br />

is necessary in order to train ranged units<br />

within the town.<br />

Requires: Training Grounds<br />

Gate Towers<br />

The Gate Towers strengthen the town’s<br />

gates. Gates protected by towers are<br />

much harder to breach. They also provide<br />

defending archers with an outstanding<br />

tactical position for shooting at enemies.<br />

Requires: Stone Wall


Upgradeable to: Cauldrons<br />

Bonus: Siege attrition for the town<br />

Granary<br />

The Granary increases the town’s food<br />

storage. Increased food storage allows<br />

the town to endure enemy sieges for a<br />

much longer period of time.<br />

Allows: Stable, Bakery<br />

Bonus: +100 extra food storage in the<br />

province<br />

Halberd Mastersmithy<br />

The Halberd Mastersmithy is required to<br />

train units armed with halberds.<br />

Upgrade of: Spear Maker<br />

Harbour<br />

The Harbour allows bigger ships to anchor<br />

in the province, which in turn increases<br />

the gold income.<br />

Requires: Docks<br />

Upgradeable to: Admiralty<br />

Bonus: +3 gold in the coastal village<br />

Hemp Field<br />

The Hemp Field is an area of fields that<br />

grow hemp. Hemp is used for making<br />

linen.<br />

Allows: Rigger s Store, Weaving Mill<br />

Required Province Feature: Fertile Soil<br />

Hostel<br />

The Hostel provides more space for travelers<br />

and workers. It also increases the<br />

number of workers in the province. The<br />

citizens gather here to entertain themselves,<br />

which increases the town’s overall<br />

happiness.<br />

Upgrade of: Inn<br />

Bonuses: +2 workers in the town, +1<br />

worker in all villages, +1 happiness in the<br />

province<br />

Hunters Huts<br />

The Hunter’s Huts are where the hunters<br />

skin and prepare their hunted animals.<br />

Required Province Feature: Game land<br />

Product: Hides<br />

Bonuses: +1 gold in the town<br />

Ink Maker<br />

The Ink Maker is where ink is produced.<br />

Allows: Scribe’s Office<br />

Required Province Feature: Mineral Deposits<br />

Product: Ink<br />

Inn<br />

The Inn provides basic space for travelers<br />

and workers. It also increases the number<br />

of serfs in the province. The citizens<br />

69


spend time here drinking ale and singing,<br />

increasing the town’s overall happiness.<br />

Upgradeable to: Hostel<br />

Bonuses: +1 workers in all villages, +1<br />

happiness in the province<br />

Library<br />

The Library is where enlightened scribes<br />

work to increase the number of books<br />

written in the kingdom.<br />

Requires: Parchment Maker<br />

Upgradeable to: University<br />

Bonuses: +1 books in the town<br />

Market<br />

The Market provides space for traders<br />

to exchange their goods, increasing the<br />

town’s gold income.<br />

Requires: Tax Collector’s Office<br />

Upgradeable to: Merchant Guild<br />

Bonuses: +1 gold in the town, +1 gold in<br />

all villages<br />

Merchant Guild<br />

The Merchant Guild provides the wealthiest<br />

merchants in town with a place to create<br />

rules in order to enhance their profits.<br />

It increases the town’s gold income.<br />

Requires: Tailor, Winery<br />

Upgrade of: Market<br />

Bonuses: +2 gold in the town, +1 gold in<br />

all rural areas<br />

70<br />

Moat<br />

The Moat is a trench full of water encircling<br />

the citadel and can only be crossed<br />

via a drawbridge. Moats are the most sophisticated<br />

form of fortification and make<br />

the town almost invincible against enemy<br />

assault.<br />

Bonus: +5 siege defense for the town<br />

Palisade<br />

The Palisade is the most basic shelter for<br />

citizens during times of enemy invasion.<br />

Without it, towns are instantly invaded,<br />

which usually results in many casualties.<br />

Upgrade able to: Stone Wall<br />

Parchment Maker<br />

The Parchment Maker is where parchment<br />

is made from sheep skin.<br />

Requires: Sheep Farm<br />

Allows: Scribe’s Office, Library<br />

Product: Parchment<br />

Pickler<br />

The Pickler uses salt to preserve fresh<br />

fish, thereby increasing food storage and<br />

the food supply for the town.<br />

Requires: Fishmongery, Salt Mine<br />

Bonuses: +2 food in the town, +50 extra<br />

food storage in the province


Plate Armourer<br />

The Plate Armourer crafts the most sophisticated<br />

pieces of medieval harness.<br />

He is required to train high-class units<br />

within the town.<br />

Requires: Armoury<br />

Quarry<br />

The Quarry is a particular type of opencast<br />

mine from which marble is extracted.<br />

Requires: Tool Smithy<br />

Allows: Stonemason, Sculptors Guild<br />

Required Province Feature: Marble Deposits<br />

Bonus: +1 workers in all villages<br />

Others: -1 happiness in the province<br />

Riggers Store<br />

The Rigger’s Store is where riggers produce<br />

and sell tackling.<br />

Requires: Hemp Field, Wax Maker, Tool<br />

Smithy<br />

Product: Tackling<br />

Salt Mine<br />

The Salt Mine extracts salt from brine.<br />

Salt was very important in medieval daily<br />

life for preserving and flavoring food.<br />

Requires: Tool Smithy<br />

Allows: Butcher, Pickler<br />

Required Province Feature: Brine Deposits<br />

Product: Salt<br />

Scale Armourer<br />

The Scale Armourer is needed to train<br />

scale mail-wearing units within the town.<br />

Requires: Armoury<br />

Scribe´s Office<br />

The Scribe’s Office gathers the most<br />

talented and ambitious members of the<br />

clergy.<br />

Requires: Ink Maker, Parchment Maker<br />

Allows: University<br />

Sculptors Guild<br />

The Sculptors Guild is where sculptors<br />

can gather together to sculpt and sell<br />

statues.<br />

Requires: Quarry<br />

Allows: Cathedral<br />

Product: Statues<br />

Sheep Farm<br />

The Sculptor’s Guild is where sculptors<br />

can gather together to sculpt and sell<br />

statues.<br />

Requires: Quarry<br />

Allows: Cathedral<br />

71


Product: Statues<br />

Siege Workshop<br />

The Siege Workshop is required to build<br />

siege equipment within the town.<br />

Requires: Training Grounds, Tool Smithy<br />

Silver Mine<br />

The Silver Mine extracts pure silver from<br />

silver ore. Silver is a rare commodity and<br />

strengthens the town’s economy, increasing<br />

its gold income.<br />

Requires: Tool Smithy<br />

Required Province Feature: Silver Ore<br />

Product: Silver<br />

Bonus: +5 gold in the town<br />

Others: -2 happiness in the province<br />

Spear Maker<br />

The Spear Maker is required to train units<br />

armed with spears.<br />

Requires: Training Grounds<br />

Upgradeable to: Halberd Mastersmithy<br />

Spinning Mill<br />

The Spinning Mill is a place with spinning<br />

wheels, which process sheep wool<br />

into yarn.<br />

Requires: Sheep Farm<br />

Product: Wool<br />

72<br />

Stable<br />

The Stable is required to train mounted<br />

units within the town.<br />

Requires: Granary<br />

Stone Wall<br />

The Stone Wall causes enemies to suffer<br />

attrition during sieges.<br />

Allows: Drum Towers, Gate Towers, Ballista<br />

Towers, Corner Towers<br />

Upgrade of: Palisade<br />

Upgradeable to: Bulwark<br />

Bonus: +10 siege defense fro the town<br />

Stonemason<br />

The Stonemason is where masons craft<br />

stone columns.<br />

Requires: Quarry<br />

Product: Columns<br />

Bonus: +1 worker in the town<br />

Stud<br />

The Stud is an area of fields used for<br />

breeding horses.<br />

Required Province Feature: Pasture<br />

Product: Horses


Sword Mastersmithy<br />

In Sword Mastersmithy, highly skilled<br />

smiths forge advanced swords, which are<br />

required to train high-class units within<br />

the town.<br />

Upgrade of: Swordsmith<br />

Swordsmith<br />

The Swordsmith is required to train units<br />

armed with a sword within the town.<br />

Requires: Training Grounds<br />

Upgradeable to: Sword Mastersmithy<br />

Tailor<br />

The Tailor sews clothing for the citizens.<br />

Requires: Weaving Mill, Dyes Workshop<br />

Allows: Merchant Guild<br />

Product: Clothes<br />

Tannery<br />

The Tannery is where the tanner makes<br />

leather from cattle hides.<br />

Requires: Cattle Farm, Tool Smithy<br />

Product: Leather<br />

Tax Collectors Office<br />

The Tax Collector’s Office is the office of<br />

the King’s tax collectors. It increases the<br />

town’s gold income.<br />

Allows: Market<br />

Bonus: +1 gold in all villages<br />

Others: -1 happiness in the province<br />

Tool Smithy<br />

The Tool Smithy supplies the town with<br />

quality tools. It increases the number of<br />

serfs available in the province.<br />

Allows: Catapults, Cauldrons, Dyes Workshop,<br />

Rigger’s Store, Weaving Mill, Tannery,<br />

Butcher, Siege Workshop, Salt Mine,<br />

Silver Mine, Quarry<br />

Bonus: +1 worker in the town<br />

Town Watch House<br />

The Town Watch House hosts the Town<br />

Guards. The larger the town, the greater<br />

the number of guards hosted here. Town<br />

Guards are very strong and are very helpful<br />

during enemy assaults.<br />

Allows: Coast Guard<br />

Training Grounds<br />

The Training Grounds are required to train<br />

any military units other than Peasants.<br />

73


Allows: Coast Guard, Siege Workshop,<br />

Axe Smith, Armoury, Spear Maker, Swordsmith,<br />

Fletcher<br />

University<br />

The University allows talented and ambitious<br />

authors to write many books.<br />

Requires: Scribe’s Office<br />

Upgrade of: Library<br />

Product: Illustrated Books<br />

Bonuses: +3 books in the town, +3 books<br />

in all rural areas<br />

Vineyard<br />

The Vineyard is an area with yards to grow<br />

vines for grapes.<br />

Allows: Winery<br />

Required Province Feature: Fertile Soil<br />

Bonuses: +1 food in all farms<br />

Wax Maker<br />

The Wax Maker is the building where<br />

beeswax is processed into much more<br />

usable forms.<br />

Requires: Bee Yard<br />

Allows: Cathedral, Rigger’s Store<br />

Product: Wax<br />

74<br />

Weaving Mill<br />

The Weaving Mill is a building where the<br />

weavers create linen from hemp.<br />

Requires: Hemp Field, Tool Smithy<br />

Allows: Tailor<br />

Product: Linen<br />

Winery<br />

The Winery is where grapes are pressed<br />

and the juices are made into wine.<br />

Requires: Vineyard<br />

Allows: Merchant Guild<br />

Product: Wine<br />

Bonus: +5 happiness in the province


Military Units<br />

Akyndji<br />

Akyndji are cheap and undisciplined units,<br />

originating from the early Ottoman feudal<br />

system. They are not armoured at all and<br />

are armed with rusty spears. They are<br />

mainly useful on plundering raids as they<br />

increase the amount of loot significantly.<br />

Requires: Spear Maker, Armoury<br />

Archers<br />

Archers are the most basic ranged units.<br />

Their low price makes up for their light armour<br />

and simple bow.<br />

Requires: Fletcher<br />

Axemen<br />

Axemen are one of the most simple melee<br />

units. They wield nothing but a rusty axe.<br />

Requires: Axe Smith<br />

Ballista<br />

Ballistae shoot huge arrows at high<br />

speed. On a direct hit, the kill ratio is approximately<br />

100%.<br />

Requires: Siege Workshop<br />

Required Marshal Skill: Engineering -<br />

Level 1<br />

Battering Ram<br />

A Battering Ram is used by the army to<br />

breach the castle gates so that the attackers<br />

can enter. It moves slowly due to<br />

its weight and can be easily destroyed by<br />

enemy melee units.<br />

Requires: Siege Workshop<br />

Required Marshal Skill: Egineering - Level<br />

1<br />

Bowmen<br />

Bowmen are one of the most simple<br />

ranged units. They use nothing but a<br />

simple bow.<br />

Requires: Fletcher<br />

Boyars<br />

Boyars are a typical heavy cavalry originating<br />

from the Russian principalities.<br />

They have scale armour and very long<br />

spears.<br />

Requires: Stable, Chain Mail Workshop,<br />

Armoury, Spear Maker<br />

Camel Riders<br />

Camel Riders are average warriors originating<br />

from the North African deserts. As<br />

horses are scared of the smell of camels,<br />

even the most elite cavalry are easy prey<br />

for them.<br />

75


Requires: Swordsmith, Armoury, Stable<br />

Cataphracts<br />

Cataphracts are a typical heavy cavalry<br />

originating from Southeast Europe.<br />

They are very well protected by scale armour,<br />

which makes them slow. They are<br />

equipped with iron shields and lances.<br />

Requires: Stable, Scale Armourer, Sword<br />

Mastersmithy<br />

Catapult<br />

Catapults are mobile siege machines.<br />

They are used to throw rocks against castle<br />

fortifications in order to destroy them<br />

or to crack holes in town walls.<br />

Requires: Siege Workshop<br />

Required Marshal Skill: Engineering -<br />

Level 2<br />

Crossbowmen<br />

Crossbowmen are moderately well-armoured.<br />

Their crossbow bolts are very<br />

deadly and can even penetrate heavy armour.<br />

Requires: Fletcher, Armoury<br />

Crusader Cavalry<br />

Crusader Cavalry are feudal knights<br />

sworn to fight against the infidels. They<br />

76<br />

are armoured with perfectly crafted plate<br />

armour and armed with sharp lances.<br />

Requires: Plate Armourer, Sword Mastersmithy,<br />

Stable<br />

Crusader Crossbowmen<br />

Crusader Crossbowmen are very wellprotected<br />

infantry units armed with crossbows.<br />

Their unique shooting skills render<br />

them deadly against even elite heavily armoured<br />

units.<br />

Requires: Fletcher, Chain Mail Workshop<br />

Crusader Infantry<br />

Crusader Infantry are a well-armoured<br />

infantry unit. They are famous for their<br />

swordsmanship and are a dangerous foe<br />

even for the most skilled units.<br />

Requires: Church, Chain Mail Workshop,<br />

Sword Mastersmithy<br />

Desert Archers<br />

Desert Archers are a very basic ranged<br />

unit. Their low price makes up for their<br />

lack of proper armour and their use of a<br />

simple bow.<br />

Requires: Fletcher<br />

Desert Cavalry<br />

Desert Cavalry are a light cavalry originating<br />

in the Arabian deserts. They are very


fast and have a good attack. The weak armour<br />

they use makes them vulnerable.<br />

Requires: Stable, Spear Maker, Armoury<br />

Desert Spearman<br />

Desert Spearmen are the most typical<br />

defensive unit and are equipped with<br />

spears. They have a good charge when in<br />

the right formation. In a good formation,<br />

they can be very deadly against mounted<br />

enemies.<br />

Requires: Spear Maker, Armoury<br />

Feudal Knights<br />

Feudal Knights are a typical heavy cavalry<br />

originating in Western Europe. They have<br />

outstanding plate armour and are armed<br />

with lances. They tend to perform best<br />

when charging, which is usually devastating<br />

against enemy numbers.<br />

Requires: Plate Armourer, Sword Mastersmithy,<br />

Stable<br />

Ghulam Cavalry<br />

Ghulam Cavalry is a heavy Turkish cavalry<br />

originating back to the Ghaznavid slave<br />

system. They are well armoured and are<br />

armed with spears. Ghulams have a very<br />

fast charge.<br />

Requires: Stable, Scale Armourer, Halberd<br />

Mastersmithy<br />

Halberdiers<br />

Halberdiers are well-armoured foot soldiers.<br />

They have a good charge and can<br />

be deadly against mounted enemies.<br />

Requires: Halberd Mastersmithy, Plate<br />

Armourer<br />

Heavy Archers<br />

Heavy Archers are moderately well-armoured<br />

ranged units that travel on foot.<br />

They are typical of Western Europe and<br />

are armoured with chain mail.<br />

Requires: Fletcher, Chain Mail Workshop<br />

Heavy Crossbowmen<br />

Heavy Crossbowmen are very well-protected<br />

infantry units armed with a crossbow.<br />

Their unique shooting skills make<br />

them deadly even against elite heavily<br />

armoured units.<br />

Requires: Fletcher, Plate Armourer<br />

Heavy Swordsmen<br />

Heavy Swordsmen are moderately wellarmoured<br />

melee foot units. They are<br />

widely spread across Europe and are armoured<br />

with chain mail.<br />

Requires: Chain Mail Workshop<br />

77


Highlanders<br />

Higlanders are a light infantry. They fight<br />

with the famous two-handed claymore<br />

sword and have no armour. They are very<br />

fast on the battlefield.<br />

Requires: Swordsmith<br />

Hobilars<br />

Hobilars are the famous Irish version of the<br />

Light Cavalry. Armed with short javelins,<br />

they are fast and have a good charge.<br />

Requires: Stable, Spear Maker<br />

Horse Archers<br />

Horse Archers are the European version of<br />

the Steppe Horseman but less skilled than<br />

their cousins. They are armed with a bow<br />

and are not armoured.<br />

Requires: Stable, Fletcher<br />

Jjanissaries<br />

Janissaries are special units which can<br />

fight equally well with sword and bow.<br />

This makes them unique, and they are a<br />

force to be reckoned with on the battlefield.<br />

Requires: Fletcher, Swordsmith<br />

78<br />

Jinetes<br />

Jinetes are famous medium cavalry units<br />

originating from the planes of Andalucia.<br />

They are lightly armoured but are very<br />

fast on horseback, making them hard to<br />

catch.<br />

Requires: Stable, Spear Maker<br />

Knight (Marshal)<br />

Knights are the most skilled warriors<br />

available. They are well-protected, armed<br />

with perfectly crafted swords and have a<br />

deadly charge.<br />

Laddermen<br />

Ladders are the simplest form of siege<br />

equipment. They have to be placed on enemy<br />

walls so that the infantry can climb to<br />

the top and penetrate the city or castle.<br />

Requires: Siege Workshop<br />

Light Cavalry<br />

The Light Cavalry are basic mounted units<br />

armed with a sword. They have a good<br />

speed and can be used for surprise attacks.<br />

Requires: Stable, Swordsmith


Longbowmen<br />

Longbowmen are famous for their long<br />

bows, which are capable of hitting distant<br />

targets. Their armour is not very good,<br />

which is counterbalanced by their low<br />

price.<br />

Requires: Fletcher<br />

Mameluks<br />

The Mameluks are foot soldiers outfitted<br />

with light armour, a shield and a spear.<br />

They originated from Arabic Egypt and<br />

spread across the Islamic world.<br />

Requires: Chain Mail Workshop, Swordsmith<br />

Men At Arms<br />

Men-at-Arms are an advanced version of<br />

the Swordsmen. They are well-armoured<br />

and their swords are of good quality.<br />

Requires: Chain Mail Workshop, Swordsmith<br />

Mongolian Cavalry<br />

The Mongolian Cavalry are a very fast<br />

and light cavalry. They are equally strong<br />

in shooting and sword-fighting, which<br />

makes them a deadly enemy.<br />

Requires: Stable, Fletcher, Swordsmith<br />

Normans<br />

Normans are excellent melee warriors.<br />

They wear chain mail armour and carry<br />

a typical Norman shield giving good additional<br />

protection.<br />

Requires: Chain Mail Workshop, Swordsmith<br />

Peasants<br />

The Peasants are the cheapest and weakest<br />

unit. They are typically armed with<br />

pitchforks and wear no armour. They walk<br />

in bunches, not formations, and have the<br />

lowest basic morale of all.<br />

Pronoias<br />

Pronoias are a medium cavalry which<br />

emerged from the late Byzantine feudal<br />

system and spread all over the Balkans.<br />

They are armed with a very long lance and<br />

have a very strong charge.<br />

Requires: Stable, Scale Armourer, Swordsmith<br />

Roman Infantry<br />

Roman Infantry are medium infantry units<br />

which originated in the early Byzantine<br />

military system. They are armoured with<br />

chain mail and big shields, and are armed<br />

with swords.<br />

79


Requires: Chain Mail Workshop, Swordsmith<br />

Saracens<br />

Saracens are the most common swordsman<br />

and originate from northern Africa<br />

and Middle East. Their armour is weak,<br />

which is counterbalanced by their good<br />

swordsmanship.<br />

Requires: Swordsmith<br />

Slavonic Axemen<br />

Slavonic Axemen are one of the most<br />

simple melee units. They use nothing but<br />

a rusty axe.<br />

Requires: Axe Smith<br />

Slavonic Bowmen<br />

Slavonic Bowmen are one of the simplest<br />

ranged units. They use a simple bow.<br />

Requires: Fletcher<br />

Spahias<br />

Spahias originated from the Ottoman timar-fiefs<br />

system and are a medium cavalry<br />

armed with lance. They are fast and<br />

usually appear in large numbers.<br />

Requires: Stable, Scale Armourer, Halberd<br />

Mastersmithy<br />

80<br />

Spearman<br />

Spearmen are the most typical defensive<br />

units and are equipped with spears.<br />

They have a good charge and can be very<br />

deadly for mounted enemies.<br />

Requires: Spear Maker<br />

Steppe Cavarly<br />

Steppe Cavalry are famous warriors who<br />

endangered the whole of Europe with<br />

their outstanding riding and shooting<br />

skills. They are very fast but only lightly<br />

armoured.<br />

Requires: Stable, Fletcher, Swordsmith,<br />

Chain Mail Workshop<br />

Swordsmen<br />

Swordsmen are the backbone of every<br />

army. They are lightly armoured and<br />

equipped with swords. Their low price<br />

makes them very popular.<br />

Templars<br />

Templars are well-armoured infantry units.<br />

They are famous for their sword fighting<br />

skills and are a dangerous foe even for<br />

the most skilled units.<br />

Requires: Church, Chain Mail Workshop


Teutonic Knights<br />

Teutonic Knights are amongst the best<br />

sword fighters. They are additionally<br />

equipped with perfect plate armour that<br />

gives outstanding protection. They are,<br />

however, rather slow due to the weight of<br />

the armour.<br />

Requires: Church, Plate Armourer, Sword<br />

Mastersmithy<br />

Town Guards<br />

Town Guards are available in the towns<br />

to provide basic protection. They are good<br />

soldiers and must be taken into account<br />

by the enemy. They spawn automatically<br />

in a Castle Assault and need not be recruited.<br />

Requires: Town Watch House<br />

Trebuchet<br />

Trebuchets are huge static siege machines.<br />

Once deployed, they cannot be<br />

moved to another location before the end<br />

of the battle. They are used to hurl rocks<br />

against castle fortifications to destroy<br />

them or to crack holes in the walls.<br />

Requires: Siege Workshop<br />

Required Marshal Skill: Engineering -<br />

Level 3<br />

Varangians<br />

Varangians are distant descendants of the<br />

Vikings who migrated to Southeastern Europe<br />

and gained prestige as elite guards<br />

in Constantinople. They are armoured with<br />

chain mail and a big iron shield. They are<br />

armed with a sharp battleaxe.<br />

Requires: Town Watch House, Chain Mail<br />

Workshop, Axe Smith<br />

Vikings<br />

Vikings are famous for their axe fighting<br />

skills and brave charges. Many other units<br />

are afraid to face Vikings on the battlefield.<br />

Requires: Axe Smith<br />

81


Black Sea Studios<br />

Lead Designer: Vesselin Handjiev<br />

Lead Programmer: Panayot Yanazov<br />

Lead Artist: Rossen Manchev<br />

Programming: Alexander Alexandrov, Mikhail Balabanov,<br />

Michael Peykov, Mihail Moskov, Oleg Zlatarski, Panayot<br />

Yanazov, Tsvetan Tsvetanov,<br />

Artwork: Christo Christov, Dimitar Rusev, Julian Panov,<br />

Kosta Atanasov, Miroslav Lesichkov, Rossen Manchev,<br />

Stefan Delibeev, Stoyan Seymenov, Vesselin Efremov<br />

Additional Artwork: Arsen Minkov, Rossen Georgiev<br />

Sound Effects: Borislav Slavov, Vesselin Handjiev<br />

Original Sound Tracks: Borislav ‘Glorian’ Slavov<br />

Game Design: Miroslav Ianev, Vesselin Handjiev<br />

Project Management: Miroslav Ianev, Vesselin Handjiev<br />

Production: Miroslav Ianev<br />

Map Design: Miroslav Ianev, Miroslav Lesichkov, Veronika<br />

Peykova,<br />

Studio Assistance: Julia Krysteva<br />

Special Thanks: JAR Computers Ltd.<br />

InterBG Ltd.<br />

Sunflowers<br />

President: Adi Boiko<br />

CEO: Wilhelm Hamrozi<br />

Development Director: Jürgen Reusswig, Erik Simon<br />

Producer: Frank Fay<br />

Project Manager: Marc Huppke<br />

Lead Tester: Alexander Brncic, Christoph Knauz<br />

Localisation: Uwe Mathon<br />

IT & Web: Anja Gruss, Christoph Klempau, Nadine<br />

Knobloch, Ralf Praschak, Dirk Sachse<br />

PR & Marketing: Wolfgang Duhr, Sonja Huppke, Sabine<br />

Kaiser, Nadine Knobloch, Sonja Timm<br />

Sales: Wolfgang Duhr, Sabine Kaiser<br />

Administration: Lydia Brkic, Ines Köhler<br />

Finances: Ute Ziegler<br />

Acquisitions: Kay Benneman<br />

Additional Testing: Michael Backhaus<br />

Testers: Michael Bach, Roman Beck, Marko Berghoff,<br />

André Bernhardt, Tim Brombach, Marion Deul, Johannes<br />

Euteneier, Julian Gerhard, Johannes Hick, Angela<br />

Holzweiss, Tai von Keitz, Seong-Jin Kim, Felix Klitschke,<br />

Daniel Kociok, Alexander Köhler, Moussah Köster,<br />

Benjamin Kramm, Thomas Lehr, Frederik Lölhöffel, Dirk<br />

Meinecke, Kwame Tajo Möller, Fabian Müller, Melanie<br />

Müller, Andreas Noll, Laura Ohrndorf, Christian Röder,<br />

Michael Röder, Max Simon, Jens Schneider, Michael<br />

Schwab, Julian Sommer, Tobias Stey, Carsten Stork,<br />

Joannis Thomas, Tihomir Trcak, Alexander Werner,<br />

Johannes Zahn<br />

External Testgroup: Mirco Bamberger, Jochen Cezanne,<br />

Patrick Galaske, Michael Höflinger, Martin Kohler,<br />

Alexander Kolombar, Dirk Obenauer, Boris Schöpf, Markus<br />

Schumacher, Andras Verbenyi, Bethel Weldesselase<br />

Intro and additional artwork: Virgin Lands - Animated<br />

Pictures, Frank Hessefort, Ralf Hüttinger, Volker Jäcklein,<br />

Vito Lamanna, Stefan Spatz, Lars Wagner, Tobias<br />

Weingärtner<br />

Additional Artwork: Plastic Wax Pty, Tony Pittorino<br />

Concept Writers: Darren ‘The Wolf’ Pearce, Bill Thomas<br />

Editing & Lecturing:Gillian ‘Hellion’ Pearce<br />

German Texts: Falko Löffler, Pea Eigler<br />

Additional text editing:Michael Bach, Alexander Köhler<br />

English Voice Overs: Outsource Media London, Trevor<br />

Bent, Mark Estdale, Jonathan Goodwin, Dean Gregory,<br />

Jeremy Taylor, Mike Timm<br />

English Voices: Tim Bentink, John Bull, Ben Cowan, Bob<br />

Golding, Damien Goodwin, Dave John, Laurence Kennedy,<br />

Lindsey Mack, Peter Marinker, Francis Middleditch, Vince<br />

Nicols, Stephen Perring, Chris Rowe, Sam Taldeker, Paul<br />

Thornley, Daniel Wilson, Andrew Wincott,<br />

German Voice Overs: 4-Real Intermedia GmbH<br />

German Voices: Achim Barrenstein, Moritz Brendel , Mario<br />

Hassert, Peter Heusch, Gilles Karolyi, Michael Lucke, Aart<br />

Veder, Karl-Jürgen Siler, Dieter Gring, Helge Heynhold,<br />

Hans Mittermüller, Michael Deckner, Armin Hauser, Patrick<br />

Linke, Hans Zwimpfer, Helmut Winkelmann<br />

Special Thanks: Soundcheck Offenbach, Stephan Winter,<br />

Tim Coupe<br />

Paradox<br />

Interactive<br />

(Publisher North America)<br />

President: Theodore Bergquist<br />

VP Sales & Marketing: Fredrik Lindgren<br />

Executive Producer: Fredrik Lindgren<br />

Project manager: Susana Meza<br />

PR & Marketing: Susana Meza<br />

Art Director: Stefan Thulin<br />

Additional Artwork: Marcus Edström<br />

Quality Assurance: Florian Santer<br />

Special thanks to:<br />

Digital Wordsmithing.<br />

Nadine Knobloch and Uwe Mathon.<br />

Knights of Honor (c) 2004 by SUNFLOWERS Interactive<br />

Entertainment Software GmbH. Developed by Black Sea<br />

Studios Ltd.<br />

SUNFLOWERS is a registered trademark and tradename<br />

of SUNFLOWERS Interactive Entertainment Software<br />

GmbH. All rights reserved.<br />

This product contains software technology licensed from<br />

GameSpy Industries, Inc. ©<br />

1999-2004 GameSpy Industry, Inc. All rights<br />

reserved. Published in North America by Paradox<br />

Interactive.<br />

USES BINK VIDEO. Copyright © 1991-2004 by RAD<br />

Game Tools, Inc.


26675M1

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